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ToneMappingEffect affects the background color #678
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Hi, I agree that it would be a useful feature to have, but there are currently no plans to add support for masking to 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. |
Hello @vanruesc, thank you for this very insightful answer! This makes the complexity of the issue much more clear to me. Thank you! |
Closing this since there are no actionable tasks. Feel free to reopen if there are any techniques/approaches that could be explored to make selective tone mapping work. |
@vanruesc I found out that it is actually an easy change that can be done to ignore the background. Simply request the depth for the tone mapping effect (
It's basically a passthrough for the background. Seems to work very well in my tests. This could be made an option of course. |
Yes, that's basically what I described here:
It's not a general solution to this problem, so I don't think it should be added as an option. |
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.
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