Struggling with dynamically masking an UnrealBloomPass using the EffectComposer and encountering unexpected outcomes. Uncertain if missing a crucial concept or exploring the wrong approach. Any insights would be greatly valued.
The composer consists of these layers:
- hexgradientPass (Main content)
- maskingPass (Dynamic movement with the mouse attempted)
- bloomPass (Intended for masking with ^)
- clearMaskPass (Mask clearing)
- effectCopyPass (Application of effects)
Focused on diligently following tutorials and examples, but so far no success. Appreciate any assistance beforehand.
...