# Objective
Fix lightmapped materials not respecting the
AmbientLight::affects_lightmapped_meshes setting.
NOTE: This only makes the setting work on the forward renderer. Making
it work on the deferred renderer would probably require encoding more
information in the g-buffer or similar. Please advise if I missed some
obvious way to get it working on deferred.
## Solution
- Make ambient light conditionally applied depending on the
affects_lightmapped_meshes setting when material mesh i lightmapped
- Remove what looks to be leftover `Lights` (wgsl) members:
`environment_map_smallest_specular_mip_level`,
`environment_map_intensity`. (These where not present in the rust
equivalent `GpuLights` and was not used in the wgsl code)
## Open Questions
- Ambient light is also blended into the transmitted light if
`DIFFUSE_TRANSMISSION` is enabled on the material. Should that also be
guarded by the same conditional as the indirect contribution?
## Testing
Ran a modified version of the lightmaps example, where there is a bright
red ambient light added and the small cube do not have a lightmap added
(To be able to see ambient light applied to meshes without lightmaps)
---
## Showcase
### Main: Lightmap example with bright red ambient, small box have no
lightmap
<img width="613" height="601" alt="Main"
src="https://github.com/user-attachments/assets/a3f206d7-5a1e-4590-8c40-69d5c6e06ce0"
/>
(All meshes get ambient light even when `affects_lightmapped_meshes =
false`)
### This PR: Lightmap example with bright red ambient, small box have no
lightmap
<img width="612" height="602" alt="With fix"
src="https://github.com/user-attachments/assets/d1a149a5-8994-4572-909f-8788ba2c38fc"
/>
(Only the small box get ambient light when `affects_lightmapped_meshes =
false`)