# Local road lighting adjustment · r306

The default `CITY_LIGHT_GAIN` is now `1.0` instead of `0.7`. This is a
measured preview adjustment for the current type-2 radial light shader, not a
recovered retail global multiplier.

Chrome compared the packaged L4RA view at Route 450, distance 550, radius 120,
with the same camera and scene at gains `0.7`, `1.0`, and `1.5`. Four local
fixtures and one broad light were active in each frame. The selected asphalt
regions changed as follows (mean RGB, 8-bit):

| Crop | Gain 0.7 | Gain 1.0 | Gain 1.5 |
|---|---:|---:|---:|
| Near asphalt `(120,320)-(500,500)` | `(59.2,59.8,59.8)` | `(65.5,66.2,66.8)` | `(76.2,77.0,78.4)` |
| Mid asphalt `(650,260)-(930,420)` | `(63.8,62.5,64.5)` | `(68.6,67.2,69.7)` | `(76.5,74.9,77.7)` |
| Left wall `(90,100)-(500,185)` | `(35.5,39.3,36.7)` | `(36.4,40.2,37.8)` | `(37.8,41.9,39.4)` |
| Far scene `(540,90)-(900,175)` | `(59.1,52.6,44.9)` | `(58.8,52.4,44.6)` | `(60.0,53.6,46.0)` |

Gain `1.0` lifts the sampled pavement by about 10% while leaving the far
scene essentially unchanged in this view. Gain `1.5` lifts the road further
and slightly raises distant geometry. The packaged viewer now defaults to
`1.0`; the `cityLightGain` query override remains available for comparison.

This does not resolve the L4RD coverage gap documented in
[`l4rd-lighting-audit-r273.md`](l4rd-lighting-audit-r273.md), where no authored
fixture reaches the player position. The light equation and retail exposure
remain approximations. The capture verifies this L4RA view only; the city
still needs other route and region lighting checks.

- [Default gain 1.0 capture](../webgl-city/review/images/442-r306-city-light-gain.png)
- [Scrollable review feed](../webgl-city/review/)
