Using render target Texture as renderer backgorund

as we know transmissive physical materials cannot be seen one behind another so I tried to render the result of backfaces and front faces separating scenes for back and front. I’ve rendered backfaces first into a MultiSampleRenderTarget, then I tried to put the resulting renderTarget as background in the second (Front faces) scene, then re-render this one. I’m using tone mapping, but the background seems whashed out.

renderTarget parameters:

     const parameters = {

            minFilter: THREE.LinearFilter,
            magFilter: THREE.LinearFilter,
            encoding: THREE.sRGBEncoding,
            format: THREE.RGBAFormat,
            stencilBuffer: true


it seems toneMapping is applied twice, I don’t know. Any suggestion? Maybe I’m missing some parameter somewhere