What is the process for incorporating shaders into a multi-camera renderer in Three.js?

I've successfully created an antialiasing shader with an FXAA pass using Three.js:

// Set up scene, camera, and renderer
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 1, 1, 100);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(size, size);

// Handle device pixel ratio
var dpr = 1;
if (window.devicePixelRatio !== undefined) {
    dpr = window.devicePixelRatio;
}

// Create render passes for the FXAA effect
var renderScene = new THREE.RenderPass(scene, camera);
var effectFXAA = new THREE.ShaderPass(THREE.FXAAShader);
effectFXAA.uniforms['resolution'].value.set(1 / (size * dpr), 1 / (size * dpr));
effectFXAA.renderToScreen = true;

// Setup composer for post-processing effects
var composer = new THREE.EffectComposer(renderer);
composer.setSize(size * dpr, size * dpr);
composer.addPass(renderScene);
composer.addPass(effectFXAA);

After setting up the rendering pipeline, you can use the composer to render the final image like this:

composer.render();

In addition, I have experience displaying views from multiple cameras in a single scene. You can refer to this example for more details:

// Code snippet for handling multiple viewports and cameras
renderer.setViewport(left, bottom, width, height);
renderer.setScissor(left, bottom, width, height);
renderer.enableScissorTest(true);
renderer.setClearColor(view.background);

camera.aspect = width / height;
camera.updateProjectionMatrix();

renderer.render(scene, camera);

However, my current challenge lies in combining both techniques. Specifically, I need to integrate the multiple viewport and scissor functionalities within the initial RenderPass creation. Any insights or solutions would be greatly appreciated!

For a more detailed example illustrating the issue, please check out the code here.

Answer №1

Take a look at this illustrative instance... it will provide you with insight... utilizing renderer and effectcomposser across multiples viewports... http://threejs.org/examples/#webgl_postprocessing_advanced

function render() {
var delta = 0.01;
var time = Date.now() * 0.0004;
renderer.setViewport( 0, 0, 2 * halfWidth, 2 * halfHeight );
renderer.clear();
composerScene.render( delta );

renderer.setViewport( 0, 0, halfWidth, halfHeight );
composer1.render( delta );

renderer.setViewport( halfWidth, 0, halfWidth, halfHeight );
composer2.render( delta );

renderer.setViewport( 0, halfHeight, halfWidth, halfHeight );
composer3.render( delta );

renderer.setViewport( halfWidth, halfHeight, halfWidth, halfHeight );
composer4.render( delta );
}

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