So after finding awful colour banding issues with Three.js’ UnrealBloom pass and Gamma Correction passes, I have been recommended this post processing stack: https://github.com/pmndrs/postprocessing
Is there any post processing setup you would recommend? Going to try the one above but I already wasted my time with the Three.js included post processing and it seems that their post processing stack is undeveloped with some colour space issues that run back 2+ years old and a lack of direction vs other solutions
Agree. Worth noting that we did some experiments for integrating it nicer with ok results, will have to revisit later. They’re currently doing a big v7 refactor and after that we’ll look at a tighter engine integration again, but you should be able to get things like Bloom to work nonetheless.
Simply slapping "postprocessing": "^6.29.1", in devDependencies then running install causes some awful import loop for me where Needle never installs and lots of NPM errors in the console, going to relaunch Unity
How do I overwrite the this.context.composer with the non-matching composer from Postprocessing through? I get this error Type 'EffectComposer' is missing the following properties from type 'EffectComposer': renderer, renderTarget1, renderTarget2, writeBuffer, and 8 more
Code snippet:
this.mainComposer = new EffectComposer(this.context.renderer);
this.mainComposer .addPass(new RenderPass(this.scene, this.context.mainCamera));
this.mainComposer .addPass(new EffectPass(this.context.mainCamera, new BloomEffect()));
this.context.composer = this.mainComposer;