BLOOM AFFECTS TRANSPARENCY
For renderer I'm having this setup:
renderer = new THREE.WebGLRenderer( { antialias: true, preserveDrawingBuffer:true, alpha:true } );
for bloom pass (post processing)
var renderPass = new RenderPass( scene, camera );
var bloomPass = new UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.exposure =0.2;
bloomPass.threshold =0;
bloomPass.strength = 0.2;
bloomPass.radius = 0.1;
composer.addPass( renderPass );
composer.addPass( bloomPass );
and while rendering I'm using
composer.render()
but this is affecting the transparency of the canvas by darkening it (Scene)