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WebGLRenderer: Add internal MSAA render target with centralized tonemapping #32461
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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One downside of this approach is that we can no longer render specific materials (like Edit: |
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To clarify, this PR would align I suspect this change will produce quite some rejection in the community since there are still serious concerns about the performance of I suggest you make this optional for /cc @donmccurdy |
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This is only a test PR to see how the renders are supposed to look like. |
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BTW: An optional setup with |
Ah I understand. I'm all in for aligning the renderers. But given the deep character of this change, we should make clear to retain the inline approach in Here is a latest issue about that topic: #32273 |
Related issue: #32433 #32449
Description
This PR renders scenes to an internal MSAA render target and applies tonemapping, colorspace conversion, and dithering in a single final pass.
The tonemapping/colorspace/dithering includes have been removed from material shaders since they're now handled centrally by WebGLComposite.
The watch glass HDR is fixed but the text becomes less readable. I still don't understand why...
For testing:
https://raw.githack.com/mrdoob/three.js/webgl-internal-msaa-rt/examples/index.html