diffuseShTexture property

Texture get diffuseShTexture

The diffuse SH coefficients as a kDiffuseShCoefficientCount-by-1 r16g16b16a16Float texture (coefficient i at texel i, RGB used).

The engine lighting samples this rather than a uniform so coefficients computed on the GPU (a baked sky) need no read-back. Built from diffuseSphericalHarmonics for the image-based constructors.

Implementation

gpu.Texture get diffuseShTexture => _diffuseShTexture;