There is an inconsistency in the parameter passed to EnvLighting.generateLightingSource when initializing a skybox:
The original implementation uses the raw Texture source directly: EnvLighting.generateLightingSource(source)
However, the editor's implementation uses the cubemap generated from the source: EnvLighting.generateLightingSource(skybox)
Could you clarify which parameter (raw Texture or generated cubemap) is the correct and intended input for EnvLighting.generateLightingSource in this skybox initialization context? Also, is there any functional impact (e.g., lighting quality, performance) between these two approaches?