EnvironmentMap.constantDiffuse constructor

EnvironmentMap.constantDiffuse(
  1. Vector3 ambientRadiance
)

A black reflection environment with uniform diffuse ambientRadiance.

The color is the linear RGB radiance a white Lambertian surface receives from the environment after its 1/pi BRDF term. The resulting diffuse shading equals ambientRadiance * baseColor for every surface normal.

Implementation

factory EnvironmentMap.constantDiffuse(Vector3 ambientRadiance) {
  const sh0Basis = 0.28209479177387814;
  final sh = _zeroSphericalHarmonics();
  sh[0].setValues(
    ambientRadiance.x / sh0Basis,
    ambientRadiance.y / sh0Basis,
    ambientRadiance.z / sh0Basis,
  );
  return EnvironmentMap._(Material.getBlackPlaceholderTexture(), sh);
}