OptionalgroundGround color (sRGB) lighting from -y (default: [0.24, 0.22, 0.2])
OptionalintensityEnvironment radiance scale, 0..16 (default: 1)
OptionalmapEquirectangular environment texture id, 2:1; u = 0.5 faces -z, the top row is straight up.
HDR maps (loadEnvironmentHdr / createEnvironmentFromFloat) are linear radiance, GGX
prefiltered per roughness, with spherical-harmonics diffuse. LDR (sRGB) maps from
loadTexture / createDataTexture need mipmaps (rough surfaces read blurrier mips). null
(or 0) uses the sky / ground hemisphere, as do unknown or disposed ids.
OptionalrotationRotation of map around +y in radians (default: 0)
OptionalskySky color (sRGB) lighting from +y (default: [0.6, 0.66, 0.76])
PBR environment light: a sky / ground hemisphere, or an equirectangular map.