SpriteLightingOptions
How a lit sprite takes the light: a bent normal and wrap, after the reference.
Properties
Section titled “Properties”| Property | Type | Default value | Description |
|---|---|---|---|
emissiveIntensity? |
SpriteEmissiveOptions |
undefined |
A faint glow of each texel’s own colour, blended by the hour’s night share, so a sprite in shade stays readable and never washes out or blooms; three’s emissiveIntensity, times the texel. |
sideNormalBlend? |
number |
0.55 |
How far the normal bends left and right across the quad, 0 to 1, so a lamp beside the sprite rims one edge. |
upNormalBlend? |
number |
0.6 |
How far the normal turns from toward the camera to world up, 0 to 1, so a sprite takes the sky and the high sun as the ground does. |
wrap? |
number |
0.6 |
Wrap lighting, (N·L + wrap) / (1 + wrap), from 0, plain Lambert, so the side away from the light keeps some of it. |