# Route 450 intersection lighting diagnostic r321

A matched packaged Chrome inspection at L4RA Route 450, distance 630, holds
player pose at `(-921.172, -360.578, 21.148)` over the authored
`RDP_INTERSECTMIDTILE` surface. The car, camera, road UV/material assignment,
and `cityRoadGain=1` were the same in both captures. `cityLightGain` was set to
0 in one and 0.4 in the other. The zero-gain view retains the darker extracted
intersection texture; the 0.4 view adds visible local light response without
turning the whole intersection white. At the default gain of 1.0, an earlier
capture showed the crossing strongly washed out.

The current renderer finds 10 authored fixtures plus one global light within
its active light set at this junction. The sampled road texture and UVs are
from the extracted RDP material data; the stripe/crossing appearance is not
procedurally generated. These preview gain values isolate a renderer response,
not the retail coefficient. There is no same-location XP gameplay frame yet,
so this diagnostic does not justify changing the packaged default light gain.

Captures:

- [`cityLightGain=0`, `cityRoadGain=1`](../webgl-city/review/images/463-r321-intersection-citylights-zero.png)
- [`cityLightGain=0.4`, `cityRoadGain=1`](../webgl-city/review/images/464-r321-intersection-citylights-04.png)

This confirms that local light contribution strongly changes the road's
appearance at this location. It does not identify whether the remaining
mismatch is light intensity, the original material/UV placement, or scene
exposure.
