Hi, I’m using RGBELoader to load HDR texture and use it as the source of my custom skybox shader.
I didn’t use a cubemap like the standard Three.js example but sampled each pixel from equirectangular texture using spherical coordinate.
As far as I understand setting renderer.outputEncoding = THREE.sRGBEncoding should make the trick to correct the overall gamma of the whole canvas regardless to what shader I’m using.
However, it’s turn out didn’t work.
Am I misunderstanding how the renderer.outputEncoding works?
Some visualize samples here:
- 
Using my own skybox shader with THREE.sRGBEncoding:
 
- 
Using official RGBELoader example without THREE.sRGBEncoding:
 
- 
Using official RGBELoader example with THREE.sRGBEncoding:
 
As you can see first and second have the same gamma shade.
There is no tone mapping involved in any samples.


