> The Lit Shader lets you render real-world surfaces like stone, wood, glass, plastic, and metals in photo-realistic quality. Your light levels and reflections look lifelike and react properly across various lighting conditions, for example bright sunlight, or a dark cave. This Shader uses the most computationally heavy shading model in the Universal Render Pipeline (URP).
If you add on top of this a willingness to bake lights [1] like it's the early 2010s again, you can achieve extremely high quality scenes without getting tied up in distracting code paths and tools. Your time is much better spent out in the field acquiring actual textures, meshes, audio samples, etc. Painting & lighting an exotic texture IRL and then using a depth-sensing camera to capture it can be orders of magnitude more productive.
[0] https://docs.unity3d.com/Packages/com.unity.render-pipelines...
[1] https://docs.unity3d.com/Packages/com.unity.render-pipelines...
Maybe; my first instinct is that there'll be some bias somewhere.
Maybe I'll have some time tonight to play with this in p5js.
What would be biased is if you inscribed a cube in the unit sphere. This would require additional transformations to create a uniform distribution. If you simply "throw away" the extra corner bits that aren't used, it won't affect the distribution.