Configures the analytical hemisphere ambient term for a View.

The renderer evaluates an ambient irradiance term per fragment by lerping between HemisphereAmbient.skyColor and HemisphereAmbient.groundColor based on how much the fragment's normal faces world up vs. world down. No cubemap textures, no specular reflections, no prefiltering — just a smooth two-colour gradient that lifts the flat ambient floor whenever the active View.renderMode is in HemisphereAmbient.renderModes.

Cheap: two uniforms and one mix + dot per fragment. Default-on across all three render modes so NavigationRender and DetailedRender pick up the same directional fill that RealisticRender gets from full IBL — closing the brightness gap between modes.

Stacks with IBL when both apply in the same render mode: the cubemap diffuse contribution adds on top of the analytical hemisphere. Tune HemisphereAmbient.intensity per scene to keep the combined ambient at the level you want.

Properties

view: View

The View to which this HemisphereAmbient belongs.

Accessors

Methods