Giving the scene an environment texture which has a very low level (potentially even 0) will still fully illuminate PBR materials with metallic=0. On the opposite side, metallic=1 will properly appear dark due to its reflectivity. Is there some way for the environment texture’s level to be applied to the PBR materials that aren’t reflective? There is PBRMaterial.environmentIntensity, but I was hoping for something that wouldn’t have to be assigned on a per-material basis.
Example link below. Note that commenting out lines 4-6 will make both spheres black, which is also what I’d expect if environmentTexture’s level is 0.