pub struct EnvironmentMap {
pub asset_id: AssetId,
pub source: String,
pub generator: String,
pub prefilter_face_size: u32,
pub irradiance_face_size: u32,
pub prefilter_samples: u32,
pub prefilter_clamp: f32,
pub locator: Option<PayloadLocator>,
}Expand description
A baked lighting environment built from an equirectangular source (or a built-in generator). It provides the scene’s ambient image-based lighting (soft diffuse fill plus glossy reflections that follow surface roughness) and the on-screen sky.
Source formats: a Radiance .hdr, or a panorama-sphere .glb /
.gltf – the packaging where an environment image is painted on the
emissive channel of a sphere you stand inside. cn add recognises the
latter and produces an EnvironmentMap instead of scene geometry.
Dynamic range: a .hdr carries real radiance, so its sun can be
thousands of times brighter than the sky and bakes into a bright key light
with a hot specular highlight. A panorama inside a .glb is a display
image whose brightest value is white; it is read literally, with the sRGB
curve inverted and white landing at 1.0 radiance. That makes it an exact
backdrop and a soft, low-contrast fill light, never a key light. Raise
PostProcessConfig’s ambient_intensity to lift the
level rather than expecting the bake to invent range the file lacks.
prefilter_face_size note: this controls both the reflection detail and
the on-screen sky sharpness. 512 is the default balance: 256 visibly
pixelates a 4K-source sky, 1024 sharpens it further at 4× the size.
Built-in generators: sky produces a procedural blue sky with a soft
sun, useful when no source file is available.
The sky mesh that displays the map (a skybox
ProceduralMesh plus its Material and
Prop) is injected at world start when the world declares no skybox
mesh of its own. Declare an EngineDefaults with
"sky": false to use the map for image-based lighting only, with the
background left to clear_color or your own geometry.
EnvironmentMap {
source: "assets/hdri/studio.hdr".into(),
..Default::default()
};Fields§
§asset_id: AssetIdAsset identity; injected via inject_name. Not part of args.
source: StringPath to the source equirectangular panorama – a Radiance .hdr, or a
panorama-sphere .glb / .gltf – relative to the project root.
Mutually exclusive with generator.
generator: StringBuilt-in source name (e.g. “sky”). Mutually exclusive with source.
prefilter_face_size: u32Face size of the reflection/sky cubemap, in pixels. Higher is sharper but larger.
irradiance_face_size: u32Face size of the diffuse ambient cubemap, in pixels.
prefilter_samples: u32Number of samples used to filter each reflection texel. Higher reduces noise at the cost of build time.
prefilter_clamp: f32Upper bound on how bright a single source texel may count while building
the glossy reflection mips. A clear-sky HDR holds a few sun or sky
texels thousands of times brighter than their surroundings; left
unbounded they survive into the small (coarse) reflection mips as lone
hot texels and smear across glossy floors as hard bright squares. This
caps each sampled texel so that energy spreads smoothly across the
reflection instead. It affects reflections only, never the on-screen
sky. Set to 0 to disable (no cap); lower values clamp harder.
locator: Option<PayloadLocator>Injected at load time from the compiled blob payload.
Trait Implementations§
Source§impl Clone for EnvironmentMap
impl Clone for EnvironmentMap
Source§fn clone(&self) -> EnvironmentMap
fn clone(&self) -> EnvironmentMap
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more