var createScene = function () { var scene = new BABYLON.Scene(engine); //Adding a light var light = new BABYLON.PointLight("Omni", new BABYLON.Vector3(20, 20, 100), scene); //Adding an Arc Rotate Camera var camera = new BABYLON.ArcRotateCamera("Camera", -0.5, 2.2, 100, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); // The first parameter can be used to specify which mesh to import. Here we import all meshes BABYLON.SceneLoader.ImportMesh("", "scenes/", "skull.babylon", scene, function (newMeshes) { // Set the target of the camera to the first imported mesh camera.target = newMeshes[0]; newMeshes[0].material = new BABYLON.StandardMaterial("skull", scene); newMeshes[0].material.emissiveColor = new BABYLON.Color3(0.2, 0.2, 0.2); }); // Create the "God Rays" effect (volumetric light scattering) var godrays = new BABYLON.VolumetricLightScatteringPostProcess('godrays', 1.0, camera, null, 100, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false); // By default it uses a billboard to render the sun, just apply the desired texture // position and scale godrays.mesh.material.diffuseTexture = new BABYLON.Texture('textures/sun.png', scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE); godrays.mesh.material.diffuseTexture.hasAlpha = true; godrays.mesh.position = new BABYLON.Vector3(-150, 150, 150); godrays.mesh.scaling = new BABYLON.Vector3(350, 350, 350); light.position = godrays.mesh.position; return scene; }