/** * The lighting model to use for lighting a {@link ModelExperimental}. * * @enum {Number} * * @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy. */ const LightingModel = { /** * Use unlit shading, i.e. skip lighting calculations. The model's * diffuse color (assumed to be linear RGB, not sRGB) is used directly * when computing gl_FragColor. The alpha mode is still * applied. * * @type {Number} * @constant */ UNLIT: 0, /** * Use physically-based rendering lighting calculations. This includes * both PBR metallic roughness and PBR specular glossiness. Image-based * lighting is also applied when possible. * * @type {Number} * @constant */ PBR: 1, }; export default Object.freeze(LightingModel);