How to make scene background not too lighter

Hello again awesome community!

Can anyone help me understand why or how to fix the scene background texture image coming in lighter

Currently I set scene background like this code:

export function ImageBackground({ imageUrl }: ImageBackgroundProps) {
  const texture = useLoader(THREE.TextureLoader, imageUrl);
  const { scene } = useThree();

  useEffect(() => {
    const fetchAspectRatio = async () => {
      try {
        scene.background = texture;
        const imageAspect = await getImageAspectRatio(imageUrl);
        const targetAspect = 502 / 300;

        texture.colorSpace = THREE.SRGBColorSpace

        const factor = (imageAspect as number) / targetAspect;
        if (scene.background instanceof THREE.Texture) {
          scene.background.offset.x = factor > 1 ? (1 - 1 / factor) / 2 : 0;
          scene.background.repeat.x = factor > 1 ? 1 / factor : 1;
          scene.background.offset.y = factor > 1 ? 0 : (1 - factor) / 2;
          scene.background.repeat.y = factor > 1 ? 1 : factor;
        }
      } catch (error) {
        console.error("Error loading image:", error);
      }
    };

    fetchAspectRatio();
  }, [imageUrl, scene, texture]);

  return null;
}

The canvas was like this:

<Canvas
          style={{
            width: "100%",
            height: "100%",
          }}
          ref={canvasRef}
          id="avatar-canvas"
        >
          <ambientLight intensity={0.5} />
          <directionalLight position={[2, 2, 2]} intensity={1} />

          {/* <Avatar
            userFace={faceLandmarks}
            userBody={bodyLandmarks}
            userLHand={lHandLandmarks}
            userRHand={rHandLandmarks}
            legsVisible={false}
            trackLegs={false}
          /> */}

          <ImageBackground imageUrl={bgUrl} />
          <Controls lookAt={HALFBODY_LOOKAT} />
        </Canvas>

And the result was like:

that is a little bit bright, how can I fix that, I just want to keep the original image color:

Thanks for your support

Probably you have tone mapping enabled. You can turn it off for individual materials with toneMapped={false} or for the entire scene with <Canvas flat ...>. See: