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threejs-exposure-color-grading

以阶段化流程指导 Three.js 曝光与调色实现:64x36 编码亮度测光、异步回读、加权对数平均曝光、非对称适应、单一色调映射归属,以及生成后置 32 阶 LUT,并给出失败条件与相关 Skill 的职责边界。

分类:开发
scottstts
热度 0.00
最近更新 2026-11-01 05:22:24

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帮我安装这个技能:npx secure-skills-cli add scottstts/threejs-awesome-graphics-agent-skills/threejs-exposure-color-grading
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name
threejs-exposure-color-grading
description
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

Exposure and Color Grading

Treat exposure, tone mapping, grading, and output conversion as distinct stages. Tune them from measured HDR signal, not by stacking compensating color operations.

Order

HDR scene
  → luminance meter
  → adapted exposure
  → tone map
  → creative grade / 3D LUT
  → final output conversion

Read references/scene-referred-color-pipeline.md for the exact 64x36 meter, encoded readback, adaptation constants, 32-cube LUT, and signal-ownership ambiguities.

Failure conditions

  • tone mapping occurs in both materials and post;
  • exposure is used to repair physically inconsistent light ratios;
  • meter weighting and scene framing are not inspected;
  • adaptation speed is the same toward light and dark;
  • LUT input/output spaces are undocumented;
  • sRGB encoding happens twice;
  • a display-domain LUT is moved before tone mapping without being rebuilt.

Routing boundary

Use $threejs-bloom for HDR glow contribution and $threejs-image-pipeline when this color path must share ownership with AO, atmosphere, or effect-local render targets.