Renderer · const
SURFACE_TEXTURE_UNIT
Where surface colour binds, directly above the shadow units.
Explained in Hello world.
const SURFACE_TEXTURE_UNIT: numberimport { SURFACE_TEXTURE_UNIT } from '@driftengine/core';In depth
Units 0–2 are the sun's static, peeled and mover depth layers; unit 3 is the point-shadow array, every light in one binding. This is the fifth, the normal map is the sixth, and ten of WebGL2's guaranteed sixteen are free — where the lit pass used to fill all sixteen exactly.
It lives here rather than in the renderer because this is where the unit accounting is
written down. Raising MAX_POINT_LIGHTS no longer moves it: lights cost layers now, not
units, which is the whole of what the octahedral change bought.