TSL: Add MRT support for `traaPass()` by sunag · Pull Request #31361 · mrdoob/three.js · GitHub | Latest TMZ Celebrity News & Gossip | Watch TMZ Live
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TSL: Add MRT support for traaPass() #31361

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sunag
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@sunag sunag commented Jul 3, 2025

Related issue: #31354 (comment)

Description

Creates a new MRT to transfer the remaining textures from the SampleRenderTarget to the final RenderTarget.

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github-actions bot commented Jul 3, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 337.69
78.76
337.69
78.76
+0 B
+0 B
WebGPU 557.69
154.41
557.8
154.44
+113 B
+34 B
WebGPU Nodes 556.61
154.19
556.73
154.23
+113 B
+33 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 468.91
113.45
468.91
113.45
+0 B
+0 B
WebGPU 633.32
171.43
633.32
171.43
+0 B
+0 B
WebGPU Nodes 588.45
160.78
588.45
160.78
+0 B
+0 B

@Mugen87
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Mugen87 commented Jul 4, 2025

So with this PR only beauty is resolved, right? Other color attachments like normal, emissive are not resolved?

It seems there is an issue that I've mentioned previosuly in #29636 (comment). The sample (the rendering stored in _sampleRenderTarget) is rendered with a jitter. An output produced with a jitter must be resolved otherwise you see temporal instabilities when visually debugging the texture.

That's the main issue that concerned me initially and blocked an implementation since I'm not sure how other engines are handle this aspect. Do they resolve all attachments? If not, attachments like normal or emissive must render with a camera that has no jitter applied. Which means we would need more than one render pass or different camera uniforms.

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