Interior sci-fi setting (ship or science installation) with failing power and constantly flickering global lighting. I animated the emission of the ceiling/lights texture then thought I’d transfer that over to the environment texture to get the whole thing flickering.
Today I substituted three shadowless sun lights pointed in strategic directions, animated them flickering, eliminated the environment texture, and then because the light is flickering was able to delete the emission animation on the ceiling texture. It does what I want, so I suppose that’s what I’ll go with for now (and I’m looking more for illumination than realism at this point).
Very interesting conversation, though. It points out that it’s still possible to blindly charge down dangerous alleys without knowing. Is WebGL going through a similar thing as Java way back in the 1990s when the promise of “write once, run everywhere” was jokingly referred to as “write once, test everywhere?” My focus is WebXR and the Quest 2 headset so that limits where I need to look, but there’s a Quest 3 on the horizon and unless I get one I’m flying blind there. We shall see, I guess.