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.