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After the 171 version used in the postprocessing the renderer. ToneMappingExposure affect the background
To solve this problem and keep the background intact I implemented a version using shaderPass
The idea is:
The background is hidden and stored in renderTarget before outputPass processing and then merged with baseTexture through shaderPass that I wrote after outputPass processing
But the effect of this fusion is still not as transparent as the good feeling of the previous version of 151
The following is the actual effect comparison diagram in the project: the top is 151 and the bottom is 171 (after using the above ideas).
Is there a better way to solve the impact of renderer. ToneMappingExposure on the background
Reproduction steps
Find any webgl_postprocessing page in the examples 。Refer to webgl_postprocessing_outline
Add a background and change renderer. ToneMappingExposure
Then you will find that the background follows changes
Description
After the 171 version used in the postprocessing the renderer. ToneMappingExposure affect the background
To solve this problem and keep the background intact I implemented a version using shaderPass
The idea is:
The background is hidden and stored in renderTarget before outputPass processing and then merged with baseTexture through shaderPass that I wrote after outputPass processing
But the effect of this fusion is still not as transparent as the good feeling of the previous version of 151
The following is the actual effect comparison diagram in the project: the top is 151 and the bottom is 171 (after using the above ideas).
Is there a better way to solve the impact of renderer. ToneMappingExposure on the background
Reproduction steps
Code
Live example
https://github.com/mrdoob/three.js/blob/dev/examples/webgl_postprocessing_outline.html
https://threejs.org/examples/?q=outlin#webgl_postprocessing_outline
Screenshots
No response
Version
r171
Device
Desktop
Browser
Chrome
OS
Windows
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