usesRadianceCubeVariant method

bool usesRadianceCubeVariant(
  1. EnvironmentMap environment
)

Whether shaderForEnvironment picks the cube variant, which is also what decides the radiance texture bound to it. False without a cube variant, so a sky built with only the 2D entry is never handed a cubemap.

Implementation

bool usesRadianceCubeVariant(EnvironmentMap environment) =>
    (sampledEnvironment ?? environment).usesCubeRadianceLayout &&
    radianceCubeFragmentShader != null;