map = texture; material.setDirty() // to let the viewer know that the material has changed and needs to re-render the scene. This will also trigger fade effect if FrameFadePlugin is added. Check out the image load example to see it in action or to check the JS equivalent code: ...
Unfortunately, the Unreal Bloom pass doesn't seem to take in account the alpha channel of the coming texture when doing the blur and it apparently comes fromgetSeperableBlurMaterialinjs\postprocessing\UnrealBloomPass.js. The fragment's alpha channel is always set to 1.0 which results in a comp...