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I have 2 WebGLRenderer(Canvas) in my web.
However, The second one didn't make use of realism effects.
But the env map goes black when realism effects were used in the first canvas.
I see, that was a somewhat hack I implemented. The idea is to disable only specular and not diffuse environment lighting for all materials.
Well with SSGI where both these things are calculated I can fix it by enforcing that the envMapIntensity of the scene is set to 0.
However, with SSR it's more complicated.
So it looks like I need to fix it by unsetting that after the render and not the frame.
I'll look into it.
I have 2 WebGLRenderer(Canvas) in my web.
However, The second one didn't make use of realism effects.
But the env map goes black when realism effects were used in the first canvas.
I've dug a bit and found the patches of
ShaderChunk.envmap_physical_pars_fragment
(https://github.com/0beqz/realism-effects/blob/main/src/ssgi/utils/Utils.js)
I also found the SSGIEffect is trying to disable the patch at the end of each frame.
(https://github.com/0beqz/realism-effects/blob/main/src/ssgi/SSGIEffect.js)
But that's not working when another renderer tries to use
envmap_physical_pars_fragment
along the way.The text was updated successfully, but these errors were encountered: