usesCubeRadianceLayout property
bool
get
usesCubeRadianceLayout
Whether the radiance is stored as a roughness-mip cubemap (sampled with
samplerCube) rather than an equirect 2D layout. Detected from the
texture, so an environment built either way binds correctly.
Implementation
bool get usesCubeRadianceLayout =>
_prefilteredRadianceTexture.textureType == gpu.TextureType.textureCube;