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Lighting.Reflection

static Tex Reflection{ get set }

Description

The specular reflection cubemap used by PBR shading: GGX convolved radiance, one roughness level per mip. Generate one with Tex.GenCubemapReflection, and null restores the built-in default.

A cubemap without a convolved mip chain still binds, but reads mirror-sharp at every roughness. In the world source this is fed by estimation, and assignments are ignored.




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