SSRPass: Ensure metalness pass is not affected by fog and background.#29585
Conversation
|
@sunag This is also an issue with scene.background = new THREE.Color( 0x443333 );
scene.fog = new THREE.Fog( 0x443333, 1, 4 );
const scenePass = pass( scene, camera );
scenePass.setMRT( mrt( {
output: output,
normal: transformedNormalView,
metalness: metalness
} ) );The background of the normal and metalness output is affected as well which is not correct. The following screenshot shows the metalness output of the SSR example (without ground).
The background should be black though. I guess we need the ability in |
|
I'm currently develop There is already |

Related issue: -
Description
The metalness pass of
SSRPassshould save the metalness of the scene's objects so it's possible to decide what objects are affected by SSR. However, the pass is not correctly configured since the scene's background and fog currently affects the metalness data which is wrong.