Hello,
Since r139 CubeCamera render target has no tone mapping applied. I have a RawShaderMaterial that converts WebGLCubeRenderTarget to equirectangular texture but now the image looks almost white.
I would like to add in the RawShaderMaterial the tone mapping chunks. Which uniforms do I have to set? Is this the correct way to use the chunks in the fragment shader?
This line should not be required. When configuring the renderer with tone mapping, the chunk gets automatically injected at the top of the fragment shader.
Great! Otherwise you would have to do some more manual work like managing the TONE_MAPPING define. Using ShaderMaterial seems to more straightforward solution.