MeshCubeMaterial - cube backgrounds with Blur, HDR Encoding, CubeUV, and ToneMapping support#9163
MeshCubeMaterial - cube backgrounds with Blur, HDR Encoding, CubeUV, and ToneMapping support#9163bhouston wants to merge 9 commits intomrdoob:devfrom
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…ePass supports opacity. TexturePass doesn't write to the depth buffer.
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Demo link: http://threejsworker.com/api/pullrequests/9163/examples/webgl_postprocessing_backgrounds.html These types of blurred backgrounds are what Marmoset Toolbag uses. I find them effective in showcases. |
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@mrdoob, thus new MeshCubeMateiral would be a great upgrade for scene.backgroundBoxMesh.material. The blurry backgrounds would work similarly in that case as with the CubeTexturePass effect. :) |
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This whole squash PRs approach create conflicts easily. Do you mind solving the conflicts on this PR? |
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done. :) |
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never mind, I didn't update this one. This PR breaks all uses of Cube shader. If you want it I will have to update a lot of things. I was holding off on that until I knew you wanted this. I'll try to make all those updates over the next few days. |
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This is stale and replaced with with this new PR attempt: #16900 |
Just a quick experiment to promote the cube shader to a full material.
This allows one to blur the background, and use an HDR coded material and also match its tone mapping to the rest of the scene.
As I am unsure if this is desired, I have not updated all uses of the "cube" shader to the MeshCubeMaterial.
The results look like this - you can adjust the roughness (blur) of the background or its intensity and opacity, and switch between an LDR or HDR cubemap:
(This is an expansion of this other PR: #9158 )