TAA shading issue

antialiasing

#1

Hi there,
I had a look on the TAA example today:
https://threejs.org/examples/#webgl_postprocessing_taa

I tried to use it in my project. Unfortunately, this is not working with shaded objects. When I replace the MeshBasicMaterial by a MeshStandardMaterial and add light to the scene, the shading gets this “comic” style look. I guess the reason for this is how the pass is combining the jittered images? Is this a bug or is the TAA only supposed to work with non-shaded objects?

See the attached images.
01 - Left sphere with MeshStandardMaterial, right sphere with MeshBasicMaterial
02 - Same setup, TAA jittered
03 - Left and right spheres with MeshStandardMaterial, TAA jittered

Regards,
mario