materialEnvIntensity
A float node exposing the PBR environment-map intensity: if the material has an `envMap`, it reads `material.envMapIntensity`; otherwise it reads `scene.environmentIntensity`.
Core Advantages
Auto-selects between material- and scene-level environment intensity, removing manual branching and uniform plumbing; enables per-pixel IBL modulation inside the node graph.
Common Uses
Unified read and modulation of image-based lighting (IBL) strength
Combine with Fresnel or masks to locally boost or attenuate reflections
Drive environment intensity via UI or animation at material/scene level
Debug by outputting the value to visualize current IBL energy
How to adjust
In JavaScript, change `material.envMapIntensity` when the material provides an `envMap`, or `scene.environmentIntensity` otherwise. In the node graph, further modulate the node with `mul`/`clamp`/`mix` for local or animated control.
Code Examples
1// Multiply reflection color by materialEnvIntensity to gate IBL
2const I = positionWorld.sub( cameraPosition ).normalize(); // incident
3const R = reflect( I, normalWorld ); // reflection
4const envRGB = cubeTexture( envMap, R ).rgb; // sample env map
5const ibl = envRGB.mul( materialEnvIntensity ); // scale by intensity
6material.emissiveNode = ibl; // visualize via emissive