While I may not have complete clarity on your exact desired outcome, it appears feasible to achieve the effect through post-processing techniques. In this interactive demonstration, a MaskPass
is utilized to generate a mask preventing the rendering of certain pixels in the beauty pass. The crucial code snippet is presented below:
var cleanUpPass = new ClearPass();
var maskingPass = new MaskPass( maskScene, camera );
maskingPass.inverse = true;
var mainRenderPass = new RenderPass( scene, camera );
mainRenderPass.clear = false;
var clearingMaskPass = new ClearMaskPass();
var finalOutputPass = new ShaderPass( CopyShader );
// Additional parameters for render target
var settings = {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
stencilBuffer: true
};
var customRenderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, settings );
effectComposer = new EffectComposer( renderer, customRenderTarget );
effectComposer.addPass( cleanUpPass );
effectComposer.addPass( maskingPass );
effectComposer.addPass( mainRenderPass );
effectComposer.addPass( clearingMaskPass );
effectComposer.addPass( finalOutputPass );
It's important to note that the mask object (represented by the plane) exists within a separate scene for effective management.
To view this technique in action, check out the live demo: https://jsfiddle.net/e6p0axb1/5/