Emissive map unit (StandardMaterial.emissiveMap). Unit 3: 0 is albedo,
1 is the shadow map that stays live across a shaded draw, 2 is the packed
metallic-roughness map. Node-material samplers that occupy two or more
units also reach 3 on their own draws — never simultaneous with a standard
draw's emissive bind. Unbound in render's finally.
WebGPU does not sample this slot: groups 2 and 3 already hold albedo and
metallic-roughness when both maps exist, and the four-group budget is full.
Emissive map unit (
StandardMaterial.emissiveMap). Unit 3: 0 is albedo, 1 is the shadow map that stays live across a shaded draw, 2 is the packed metallic-roughness map. Node-material samplers that occupy two or more units also reach 3 on their own draws — never simultaneous with a standard draw's emissive bind. Unbound inrender'sfinally.WebGPU does not sample this slot: groups 2 and 3 already hold albedo and metallic-roughness when both maps exist, and the four-group budget is full.