I noticed a weird effect when I combine both an ortho camera with Fresnel shading:
Rotate the camera to get the ball close to the edge and you will notice that the ball’s edge close to the viewport edge gets green again which I would not expect for correct Fresnel shading. Since it’s a ortho camera I would not expect any changes how the ball is rendered (except for its position of course).
I guess the wrong angle is used for calculating the Fresnel shading: instead of using the angle between camera and rendered point in 3D space, the plain camera orientation vector should be used, because in ortho mode you see each pixel in the 3D space from the same direction.
Some context: I’m using (emmisive) vertex colors to display a color-coded scalar. I disabled any lighting-related shading, because it would interfere with the color display. To give the user at least some hint about the actual geometry, I’m using the Fresnel rendering to darken the edges.
Hence, StandardMaterial, disableLighting, emmisive vertex colors, and Fresnel rendering on emmissive.
The images should look similar to this (maybe even less shading, but that’s nice about the Fresnel shading, because I can tweak it w/o influencing other objects which get the normal rendering treat):