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GTAONode: Implement composite. #28851
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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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We might want to make |
Current progress: Previous GTAO with The denoise pass is still missing but we can maybe make this step configurable so if you don't need best quality you get a bit more performance. I'll do that next. |
@@ -53,12 +54,6 @@ class GTAONode extends TempNode { | |||
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} | |||
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getTextureNode() { |
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I made some changes to this PR, I think it's important to keep getTextureNode()
for external manipulation level, like adding a custom Denoise filter or just a blur without having to do a new render-pass.
I'm removing blendIntensity
too, now with TSL I think it's better that this level of abstraction stays outside the internal Nodes, intensity, blend are things that would only bring more load to the examples since we could use blendIntensity.mix( beauty, beauty.mul( ao )
externally if necessary.
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Yeah, you think the same think <3 #28851 (comment)
I'm reading the comments now :)
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I'm fine with your suggested changes. I've only added blendIntensity
now so the implementation can be considered as "complete" and usable in apps.
Related issue: #28844
Description
This PR implements a basic composite for
GTAONode
so the AO is blended to the beauty pass.A simple GUI in the example allows to change the AO blend intensity.