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lighting.get

Reads the scene's full lighting state: every light (entity name, id, kind, current values), and the sky — its entity, component type, controls, and for a material sky, the material's editable parameters (what setSky's params accepts). sky.source = "fallback" means the scene has no explicit sky entity and renders the engine fallback; setSky adds one. The shape round-trips into setup.

The scene's sun is one field set with one holder, so each directional light reports holdsSun: the light marked true is the one whose direction, colour, intensity and castsShadows the geometry is lit and shadowed by.

directionals and ambients are the scoped collections: one record per light entity, each carrying entityId, layerMask (the render layer mask of the entity carrying it — cameras whose include mask intersects it are lit by it), color and intensity, plus direction and castsShadows on a directional record. A light on an entity with no explicit render layer records the default layer. A punctual light (point, spot, area, distant) carries layerMask on its lights record instead, read from the row the renderer holds for it.