MeshToonMaterial: Only sample the red channel of gradientMap. #22911
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Related issue: -
Description
When we want to use
texStorage2D()
it's important to understand thatgl.LUMINANCE
can not be used as an internal format. The idea is to usegl.RED
instead which is converted to the sized formatsgl.R8
,gl.R16F
orgl.R32F
by the renderer depending on the data type.When using a texture with e.g.
gl.R8
, only ther
channel can be sampled. This PR refactors the toon material such that the shader only samples the red channel and not RGB. In this way, the gradient map does not break if we useTHREE.RedFormat
with WebGL 2.I'm not sure why it was implemented differently since gradient maps for toon materials are usually grayscale maps with a (n,1) dimension.