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Normal Buffer of scene#662

Answeredbyvanruesc
KallkaGo asked this question inQ&A
Oct 8, 2024· 1 comments· 2 replies
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I tried using scene.overrideMaterial to replace the material in the scene with MeshNormalMaterial and render it to the rendertarget so that my custom post-processing can pick it up, but I found that when I sampled in the shader, the colors were different, even though I had set the renderer's outputColorSpace and the texture's colorSpace

Rendering directly to the screen:
QQ_1728364550166

Sampled in custom effect:
QQ_1728364634128

Am I overlooking something? Do i need gamma correction?

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Depending on what passes you're using, you may need to seteffectPass.fullscreenMaterial.encodeOutput tofalse.

Replies: 1 comment 2 replies

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Depending on what passes you're using, you may need to seteffectPass.fullscreenMaterial.encodeOutput tofalse.

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2 replies
@vanruesc
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In v7 it'seffectPass.fullscreenMaterial.colorSpaceConversion.

@KallkaGo
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Thanks for your reply,during this period, I checked the source code and supplemented the relevant knowledge of Color Management. Now I have figured out the reason for this difference.

Answer selected byKallkaGo
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