为什么 Three.js 等距柱状背景 colors/contrast 如此糟糕,我该如何解决?

Why are Three.js equirectangular backgrounds's colors/contrast so bad and how can I fix them?

我在一家建筑公司的网站项目中使用 Three.js。他们想要一些我使用 phone(Google 像素 5)制作的 360° 照片(光球)。他们还想展示他们的一个项目的 3D 表示,因此使用 Three.js 似乎是最好的解决方案。

这是 Google 照片中的样子:

Google Photos screenshot

以及它在 Three.js 中的样子:

Three.js screenshot

你可以看到与原始版本相比,颜色真的很糟糕(对比度、白平衡、idk)。

这是我第一次使用 Three.js 所以这是我的代码:

场景:

async connectedCallback() {
    // Scene
    this.scene = new THREE.Scene();

    // Background equirectangular texture
    const background_img = this.getAttribute('background');
    if (background_img) this.loadBackground(background_img);

    // Camera
    this.camera = new THREE.PerspectiveCamera(60, this.clientWidth / this.clientHeight, 1, 5000);

    // Lights
    // this.scene.add(new THREE.HemisphereLight(0xffeeb1, 0x080820, 0));

    const spotLight = new THREE.SpotLight(0xffa95c, 5);
    spotLight.position.set(20, 20, 20);
    spotLight.castShadow = true;
    spotLight.shadow.bias = -0.0001;
    spotLight.shadow.mapSize.width = 1024 * 4;
    spotLight.shadow.mapSize.height = 1024 * 4;
    this.scene.add(spotLight);

    // Renderer
    this.renderer = new THREE.WebGLRenderer({ antialias: true });
    this.renderer.toneMapping = THREE.ReinhardToneMapping;
    this.renderer.toneMappingExposure = 2.3;
    this.renderer.shadowMap.enabled = true;
    this.renderer.setPixelRatio(devicePixelRatio);
    this.renderer.setSize(this.clientWidth, this.clientHeight);
    this.appendChild(this.renderer.domElement);

    // Orbit controls
    this.controls = new OrbitControls(this.camera, this.renderer.domElement);
    this.controls.autoRotate = true;

    // Resize event
    addEventListener('resize', e => this.resize());

    // Load model
    const url = this.getAttribute('model');
    if (url) this.loadModel(url);

    // Animate
    this.resize();
    this.animate();

    // Resize again in .1s
    setTimeout(() => this.resize(), 100);

    // Init observer
    new IntersectionObserver(entries => this.classList.toggle('visible', entries[0].isIntersecting), { threshold: 0.1 }).observe(this);
}

背景(光球):

loadBackground(src) {
    const equirectangular = new THREE.TextureLoader().load(src);
    equirectangular.mapping = THREE.EquirectangularReflectionMapping;

    // Things Github Copilot suggested, removing it does not change colors so I thing it's not the problem
    equirectangular.magFilter = THREE.LinearFilter;
    equirectangular.minFilter = THREE.LinearMipMapLinearFilter;
    equirectangular.format = THREE.RGBFormat;
    equirectangular.encoding = THREE.sRGBEncoding;
    equirectangular.anisotropy = 16;

    this.scene.background = equirectangular;
}

正如 Marquizzo 在评论中所说:

You’re changing the renderer’s tone mapping and the exposure. It’s normal for the results to be different when you make modifications to the color output.

我一直说问题不在于 Github Copilot 建议的那几行,因为我在删除这些行时得到了相同的结果,但我尝试一次删除一行,结果证明这一行是问题所在:

equirectangular.format = THREE.RGBFormat;

现在我的结果与 Google 照片的结果相比有点暗,但颜色终于准确了!我还有很多东西要学哈哈

Three.js screenshot after removing the problematic line

谢谢马奎佐!