var createScene = function () { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene); var material = new BABYLON.StandardMaterial("kosh", scene); var sphere = BABYLON.Mesh.CreateSphere("Sphere1", 32, 3, scene); var light = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(-17.6, 18.8, -49.9), scene); camera.setPosition(new BABYLON.Vector3(-15, 3, 0)); camera.attachControl(canvas, true); // Sphere material material.reflectionTexture = new BABYLON.CubeTexture("textures/TropicalSunnyDay", scene); material.diffuseColor = new BABYLON.Color3(0, 0, 0); material.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5); material.alpha = 0.2; material.specularPower = 16; // Fresnel material.reflectionFresnelParameters = new BABYLON.FresnelParameters(); material.reflectionFresnelParameters.bias = 0.1; material.emissiveFresnelParameters = new BABYLON.FresnelParameters(); material.emissiveFresnelParameters.bias = 0.6; material.emissiveFresnelParameters.power = 4; material.emissiveFresnelParameters.leftColor = BABYLON.Color3.White(); material.emissiveFresnelParameters.rightColor = BABYLON.Color3.Black(); material.opacityFresnelParameters = new BABYLON.FresnelParameters(); material.opacityFresnelParameters.leftColor = BABYLON.Color3.White(); material.opacityFresnelParameters.rightColor = BABYLON.Color3.Black(); sphere.material = material; // Skybox var skybox = BABYLON.Mesh.CreateBox("skyBox", 100.0, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/TropicalSunnyDay", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.disableLighting = true; skybox.material = skyboxMaterial; var hdr = new BABYLON.HDRRenderingPipeline("hdr", scene, 1.0, null, [camera]); hdr.brightThreshold = 0.5; hdr.gaussCoeff = 0.4; hdr.gaussMean = 1.0; hdr.gaussStandDev = 10.0; hdr.minimumLuminance = 0.5; hdr.luminanceDecreaseRate = 0.5; hdr.luminanceIncreaserate = 0.5; hdr.exposure = 1.0; hdr.gaussMultiplier = 4; return scene; }