The recent migration guide says:
WebGLRenderer.gammaOutputhas been removed. Please use
There are examples online describing the old gammaOutput approach but I can’t find anything about the default behaviour of the new encoding approach.
What is the correct way to get gamma corrected output from a Three.js scene with no textures? For example a scene with geometries of various solid coloured Basic, Lambert and Standard materials, lights and shadows and I want to correct for gamma 2.2.
What about scenes with simple jpeg textures? And what about scenes with custom materials where colours are determined in a fragment shader? Do we do gamma correction before outputting the fragment colour or do we leave it to the renderer?