IMPACT OF BLOOM EFFECT ON TRANSPARENCY
Currently, my renderer setup looks like this:
renderer = new THREE.WebGLRenderer( { antialias: true, preserveDrawingBuffer:true, alpha:true } );
For implementing the bloom pass in post-processing:
var renderPass = new RenderPass( scene, camera );
var bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.exposure = 0.2;
bloomPass.threshold = 0;
bloomPass.strength = 0.2;
bloomPass.radius = 0.1;
composer.addPass( renderPass );
composer.addPass( bloomPass );
During the rendering process, I use:
composer.render()
However, there seems to be a concern with the transparency of the canvas being affected by darkening it (Scene).