Threejs Postprocessing
Three.js post-processing: composer pass chains, built-in renderer effects, and the...
Install
npx skills add CloudAI-X/threejs-skills --skill threejs-postprocessing -g -a claude-code -y- Repository
- CloudAI-X/threejs-skills3.9k
- Category
- Engineering
- Updated
- 17d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Three.js post-processing: composer pass chains, built-in renderer effects, and the WebGPU/TSL node pipeline, bloom, depth of field, ambient occlusion, custom screen effects. Use when adding visual effects, color grading, blur, glow, or screen-space shaders, on WebGL or with WebGPU and TSL.
Three.js Post-Processing
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
Quick Start
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 5);
// A bright emissive sphere gives bloom something to pick up
const mesh = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 16),
new THREE.MeshStandardMaterial({ color: 0x222222, emissive: 0xffffff, emissiveIntensity: 2 }),
);
scene.add(mesh);
// The composer replaces renderer.render(). Render the scene, then effects,
// then OutputPass last: it applies renderer.toneMapping and outputColorSpace once.
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, 0.4, 0.85);
// bloomPass.strength, .radius and .threshold are live properties; threshold is the luminance above which things glow
composer.addPass(bloomPass);
composer.addPass(new OutputPass());
function animate() {
composer.render(); // not renderer.render()
}
renderer.setAnimationLoop(animate);
