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Semi-transparent textures are rendered differently with postprocessing #27184
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Likely a duplicate of #23019. |
To make it short: The blending of the post processing is actually the correct one. The problem is the inline sRGB encode when rendering directly to screen and then perform the blending. |
Thanks, looking at this comment I managed to kinda solve my problem, but I think this will work only for an unlit scene THREE.ColorManagement.legacyMode = true
renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
// then for the texture
texture.colorSpace = THREE.LinearSRGBColorSpace; |
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Description
If I try to render a png/webp where some pixels have partial transparency, the image is rendered incorrectly if postprocessing is enabled
I have tried with several images, it is mostly evident when the image has some form of semi-transparent "halo"
In the live example, click the button to switch between normal renderer and effect composer, so you will see the difference: the image is rendered correctly only if postprocessing is disabled
Some more info:
Reproduction steps
Code
(maybe just look at the live example)
Live example
Screenshots
No response
Version
0.157.0
Device
Desktop, Mobile
Browser
Chrome, Firefox, Safari, Edge
OS
Windows, MacOS, Linux, Android, iOS
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