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WebGLBackground: Don't tone map sRGB backgrounds. #25134

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merged 3 commits into from
Dec 14, 2022

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elalish
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@elalish elalish commented Dec 13, 2022

Related issue: google/model-viewer#3953 (reply in thread)

Description

An eagle-eyed user correctly identified that we were applying tone mapping to the background image (see screenshots in the link above). I've fixed this by disabling tone mapping for the background material when the texture's encoding is sRGBEncoding. My rationale for this is that an sRGB texture is expected to be displayed 1:1 (as is already true for background colors), while tone mapping only makes sense for colors that go past 1, for which LinearEncoding is always used.

Verified locally with model-viewer and the user-supplied background.

@donmccurdy
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donmccurdy commented Dec 13, 2022

What advice should we give users about post-processing, where tone mapping must still affect the background? It's necessary to use a background that is not constrained to the closed domain [0,1] then?

@donmccurdy
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I think I would be in favor of this PR's changes, in any case. It's a better default, unless/until we want to expose a backgroundToneMapping property.

@WestLangley
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I would implement it like this, however:

boxMesh.material.toneMapped = ( background.encoding === sRGBEncoding ) ? false: true;

@elalish
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elalish commented Dec 13, 2022

Your wish is my command, @WestLangley 😄

@Mugen87 Mugen87 added this to the r148 milestone Dec 14, 2022
@Mugen87 Mugen87 changed the title don't tone map sRGB backgrounds WebGLBackground: Don't tone map sRGB backgrounds. Dec 14, 2022
@Mugen87 Mugen87 merged commit 75db52a into mrdoob:dev Dec 14, 2022
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4 participants