Lights.ibl — cubemap-based image-based lighting, the
prefiltered environment that drives the diffuse + GGX-specular
contribution to each fragment's BRDF.
Lights.hemispheric — analytical sky/ground/up gradient
ambient that lifts the flat ambient floor in every render mode
by default.
Both effects stack additively when their respective render-mode
sets overlap. The cubemap is the heavyweight, physically-based
path; the hemisphere is the cheap analytical fallback.
Aggregates the environment-illumination components for a View.
Holds:
Both effects stack additively when their respective render-mode sets overlap. The cubemap is the heavyweight, physically-based path; the hemisphere is the cheap analytical fallback.