code: function (data) {
      this.rendererSystem = this.el.sceneEl.systems.renderer;
      this.materialData = {color: new THREE.Color(), emissive: new THREE.Color()};
      getMaterialData(data, this.materialData);
      this.rendererSystem.applyColorCorrection(this.materialData.color);
      this.rendererSystem.applyColorCorrection(this.materialData.emissive);
      this.material = new THREE.MeshStandardMaterial(this.materialData);
  
      utils.material.updateMap(this, data);
      if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
      if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
      if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
      if (data.metalnessMap) { utils.material.updateDistortionMap('metalness', this, data); }
      if (data.roughnessMap) { utils.material.updateDistortionMap('roughness', this, data); }
      this.updateEnvMap(data);
    }
docs: Initializes the shader.
  Adds a reference from the scene to this entity as the camera.