var envBRDFTexture = new BABYLON.Texture('/correlatedMSBRDF_RGBD.png', scene, true, true, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
envBRDFTexture.isRGBD = true;
envBRDFTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
envBRDFTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
scene.environmentBRDFTexture = envBRDFTexture;
Pre-setting the texture fixed the issue: see: scene.environmentBRDFTexture vs scene.environmentTexture