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
Some visualize samples here:
Using my own skybox shader with
Using official RGBELoader example without
Using official RGBELoader example with
As you can see first and second have the same gamma shade.
There is no tone mapping involved in any samples.