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WebGPURenderer: Apply fog before tonemapping and encoding #27850
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I created an example of how we can solve this in TSL without needing a transparent background. // render scene pass ( the same of css )
const scenePass = pass( scene, camera );
const scenePassViewZ = scenePass.getViewZNode();
// background color
const backgroundColor = color( 0x0066ff );
// get fog factor from scene pass context
// equivalent to: scene.fog = new THREE.Fog( 0x0066ff, 2.5, 4 );
const fogFactor = rangeFog( backgroundColor, 2.5, 4 ).context( { viewZ: scenePassViewZ } );
// tone mapping scene pass
const scenePassTM = scenePass.toneMapping( THREE.ACESFilmicToneMapping );
// mix fog from fog factor and background color
const compose = fogFactor.mix( scenePassTM, backgroundColor );
postProcessing = new PostProcessing( renderer );
postProcessing.outputNode = compose; |
@@ -91,14 +92,29 @@ class PassNode extends TempNode { | |||
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} | |||
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getViewZNode() { |
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Maybe we can do these just as getters? I.e. something like get viewZ()
, get depth()
instead of getViewZNode()
, getDepthNode()
?
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I think it's a good idea move to getters, I just will add *Node
suffix.
@@ -180,5 +181,8 @@ class ToneMappingNode extends TempNode { | |||
export default ToneMappingNode; | |||
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export const toneMapping = ( mapping, exposure, color ) => nodeObject( new ToneMappingNode( mapping, nodeObject( exposure ), nodeObject( color ) ) ); | |||
export const toneMappingExposure = rendererReference( 'toneMappingExposure', 'float' ); | |||
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addNodeElement( 'toneMapping', ( color, mapping, exposure ) => toneMapping( mapping, exposure, color ) ); |
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I think this may be quite confusing...
Sounds good yep! |
Related: #26857
@mrdoob Do you think we can advance this implementation in
WebGPURenderer
? it seems important to add transmission in this architecture.