@pixi/3d
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    Interface EmissiveOptions

    Options for a material's own glow, the emissive group of Material3D and PhongMaterial

    Passing the group turns the glow on. It's added after lighting, so it shows in the dark, and follows glTF's emissive colour and texture plus KHR_materials_emissive_strength.

    const lamp = new Material3D({ emissive: { color: 0xffcc66, strength: 3 } });
    
    interface EmissiveOptions {
        color?: ColorSource;
        strength?: number;
        texture?: Texture<TextureSource<any>>;
    }
    Index
    color?: ColorSource

    Glow colour, multiplied by texture when there is one

    0xffffff
    
    const ember = new Material3D({ emissive: { color: 'orange' } });
    
    strength?: number

    Multiplier on the glow; above 1 it goes past white, which bloom picks up

    1
    
    const neon = new Material3D({ emissive: { color: 0x66ccff, strength: 8 } });
    
    texture?: Texture<TextureSource<any>>

    Glow map, multiplied by color

    const tower = new Material3D({ emissive: { texture: litWindowsTexture } });