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TSL: Introduce node.toTexture()
and rtt()
#28773
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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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@@ -76,7 +76,7 @@ | |||
const dotScreenPass = scenePassColor.dotScreen(); | |||
dotScreenPass.scale.value = 0.3; | |||
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const rgbShiftPass = dotScreenPass.getTextureNode().rgbShift(); | |||
const rgbShiftPass = dotScreenPass.rgbShift(); |
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Excited to see getTextureNode()
is not required here anymore! 🙌
Nit: We should try to not add build files to the PRs. |
We should probably start tracking the size of |
@marcofugaro Can you help us with this? There is now a separate three.js build with |
Oh finally! Knew this day would come. Let's test tree-shaking for the |
Thanks @marcofugaro, tree-shaking is still in progress, initially here but it would be great if we could test it to check the progress of the updates. |
Related issue: Closes #28754. Closes #27508.
Description
This PR simplifies the creation of procedural textures and solves the problem where sampler custom shading is required in Post Processing and Materials.
Example
https://raw.githack.com/sunag/three.js/dev-rtt-node/examples/webgpu_procedural_texture.html