You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I agree that it would be a useful feature to have, but there are currently no plans to add support for masking to ToneMappingEffect. The reason being transparent objects.
Implementing masking based on min/max depth wouldn't be too difficult. However, transparent objects don't write depth so all transparent fragments rendered on top of the background would no longer be tone mapped. Depth-based masking also causes aliasing artifacts around object edges and it requires additional texture sampling which isn't free.
I haven't tried this, but it might be possible to modify three's skybox shader to output untonemapped/inverse-tonemapped colors (http://www.codersnotes.com/notes/untonemapping/). After applying tone mapping, the final output should then look closer to the original colors.
thank you for this very insightful answer! This makes the complexity of the issue much more clear to me.
Once I find some time, I'll try the suggested approach and will report back!
Currently the ToneMappingEffect affects the background color, this can be reproduced on the demo page.
It would be very helpful to have a setting to ignore the background, like for other passes.
The text was updated successfully, but these errors were encountered: