All skills
cloudai-x avatar

/threejs-postprocessing

@945fb8d
by cloudai-xcloudai-x/threejs-skills3.5k stars
394

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

Use this Skill: https://skilld.dev/gh/cloudai-x/threejs-skills/threejs-postprocessing

Nothing lands on disk. Nothing to clean up.

Fork this Skill

Edit a local copy. It keeps the author and licence.

SKILL.md

≈49 tokens for metadata: the name and description. ≈3.6k when used: this file.

Description uses 2.4% of example budget

Before choosing a Skill, your Agent reads its name and description. All available Skills share that space.

  • A shorter description leaves more room for other Skills. This entry exceeds our 1% size suggestion.

In our Claude Code example, all Skill names and descriptions share 8,000 characters. This Skill uses ≈195 characters, or 2.4%.

The 1% threshold is a size suggestion. Longer descriptions can still fit.

Your model, settings, and other Skills decide how much text your Agent can read.

Example settings and source

The example uses a 200k-token context and default Claude Code settings. The count includes the name, description, separators, and when_to_use when present. Codex also counts local file paths.

Skit's source and limits: Codex 0.160.1, Claude Code 2.1.292.

Three.js Post-Processing

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";

// Setup composer
const composer = new EffectComposer(renderer);

// Render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength
  0.4, // radius
  0.85, // threshold
);
composer.addPass(bloomPass);

// Animation loop - use composer instead of renderer
function animate() {
  requestAnimationFrame(animate);
  composer.render(); // NOT renderer.render()
}

EffectComposer Setup

import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";

const composer = new EffectComposer(renderer);

// First pass: render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add more passes...
composer.addPass(effectPass);

// Last pass should render to screen
effectPass.renderToScreen = true; // Default for last pass

// Handle resize
function onResize() {
  const width = window.innerWidth;
  const height = window.innerHeight;

  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize(width, height);
  composer.setSize(width, height);
}

Common Effects

Bloom (Glow)

import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength - intensity of glow
  0.4, // radius - spread of glow
  0.85, // threshold - brightness threshold
);

composer.addPass(bloomPass);

// Adjust at runtime
bloomPass.strength = 2.0;
bloomPass.threshold = 0.5;
bloomPass.radius = 0.8;

Selective Bloom

Apply bloom only to specific objects.

import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

// Layer setup
const BLOOM_LAYER = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_LAYER);

// Mark objects to bloom
glowingMesh.layers.enable(BLOOM_LAYER);

// Dark material for non-blooming objects
const darkMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
const materials = {};

function darkenNonBloomed(obj) {
  if (obj.isMesh && !bloomLayer.test(obj.layers)) {
    materials[obj.uuid] = obj.material;
    obj.material = darkMaterial;
  }
}

function restoreMaterial(obj) {
  if (materials[obj.uuid]) {
    obj.material = materials[obj.uuid];
    delete materials[obj.uuid];
  }
}

// Custom render loop
function render() {
  // Render bloom pass
  scene.traverse(darkenNonBloomed);
  composer.render();
  scene.traverse(restoreMaterial);

  // Render final scene over bloom
  renderer.render(scene, camera);
}

FXAA (Anti-Aliasing)

import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";

const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.material.uniforms["resolution"].value.set(
  1 / window.innerWidth,
  1 / window.innerHeight,
);

composer.addPass(fxaaPass);

// Update on resize
function onResize() {
  fxaaPass.material.uniforms["resolution"].value.set(
    1 / window.innerWidth,
    1 / window.innerHeight,
  );
}

SMAA (Better Anti-Aliasing)

import { SMAAPass } from "three/addons/postprocessing/SMAAPass.js";

const smaaPass = new SMAAPass(
  window.innerWidth * renderer.getPixelRatio(),
  window.innerHeight * renderer.getPixelRatio(),
);

composer.addPass(smaaPass);

SSAO (Ambient Occlusion)

import { SSAOPass } from "three/addons/postprocessing/SSAOPass.js";

const ssaoPass = new SSAOPass(
  scene,
  camera,
  window.innerWidth,
  window.innerHeight,
);
ssaoPass.kernelRadius = 16;
ssaoPass.minDistance = 0.005;
ssaoPass.maxDistance = 0.1;

composer.addPass(ssaoPass);

// Output modes
ssaoPass.output = SSAOPass.OUTPUT.Default;
// SSAOPass.OUTPUT.Default - Final composited output
// SSAOPass.OUTPUT.SSAO - Just the AO
// SSAOPass.OUTPUT.Blur - Blurred AO
// SSAOPass.OUTPUT.Depth - Depth buffer
// SSAOPass.OUTPUT.Normal - Normal buffer

Depth of Field (DOF)

import { BokehPass } from "three/addons/postprocessing/BokehPass.js";

const bokehPass = new BokehPass(scene, camera, {
  focus: 10.0, // Focus distance
  aperture: 0.025, // Aperture (smaller = more DOF)
  maxblur: 0.01, // Max blur amount
});

composer.addPass(bokehPass);

// Update focus dynamically
bokehPass.uniforms["focus"].value = distanceToTarget;

Film Grain

import { FilmPass } from "three/addons/postprocessing/FilmPass.js";

const filmPass = new FilmPass(
  0.35, // noise intensity
  0.5, // scanline intensity
  648, // scanline count
  false, // grayscale
);

composer.addPass(filmPass);

Vignette

import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";

const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 1.0; // Vignette size
vignettePass.uniforms["darkness"].value = 1.0; // Vignette intensity

composer.addPass(vignettePass);

Color Correction

import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { ColorCorrectionShader } from "three/addons/shaders/ColorCorrectionShader.js";

const colorPass = new ShaderPass(ColorCorrectionShader);
colorPass.uniforms["powRGB"].value = new THREE.Vector3(1.2, 1.2, 1.2); // Power
colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0); // Multiply

composer.addPass(colorPass);

Gamma Correction

import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const gammaPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaPass);

Pixelation

import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";

const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size

composer.addPass(pixelPass);

Glitch Effect

import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";

const glitchPass = new GlitchPass();
glitchPass.goWild = false; // Continuous glitching

composer.addPass(glitchPass);

Halftone

import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js";

const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, {
  shape: 1, // 1 = dot, 2 = ellipse, 3 = line, 4 = square
  radius: 4, // Dot size
  rotateR: Math.PI / 12,
  rotateB: (Math.PI / 12) * 2,
  rotateG: (Math.PI / 12) * 3,
  scatter: 0,
  blending: 1,
  blendingMode: 1,
  greyscale: false,
});

composer.addPass(halftonePass);

Outline

import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js";

const outlinePass = new OutlinePass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  scene,
  camera,
);

outlinePass.edgeStrength = 3;
outlinePass.edgeGlow = 0;
outlinePass.edgeThickness = 1;
outlinePass.pulsePeriod = 0;
outlinePass.visibleEdgeColor.set(0xffffff);
outlinePass.hiddenEdgeColor.set(0x190a05);

// Select objects to outline
outlinePass.selectedObjects = [mesh1, mesh2];

composer.addPass(outlinePass);

Custom ShaderPass

Create your own post-processing effects.

import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

const CustomShader = {
  uniforms: {
    tDiffuse: { value: null }, // Required: input texture
    time: { value: 0 },
    intensity: { value: 1.0 },
  },
  vertexShader: `
    varying vec2 vUv;

    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    uniform float time;
    uniform float intensity;
    varying vec2 vUv;

    void main() {
      vec2 uv = vUv;

      // Wave distortion
      uv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;

      vec4 color = texture2D(tDiffuse, uv);
      gl_FragColor = color;
    }
  `,
};

const customPass = new ShaderPass(CustomShader);
composer.addPass(customPass);

// Update in animation loop
customPass.uniforms.time.value = clock.getElapsedTime();

Invert Colors Shader

const InvertShader = {
  uniforms: {
    tDiffuse: { value: null },
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    varying vec2 vUv;

    void main() {
      vec4 color = texture2D(tDiffuse, vUv);
      gl_FragColor = vec4(1.0 - color.rgb, color.a);
    }
  `,
};

Chromatic Aberration

const ChromaticAberrationShader = {
  uniforms: {
    tDiffuse: { value: null },
    amount: { value: 0.005 },
  },
  vertexShader: `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D tDiffuse;
    uniform float amount;
    varying vec2 vUv;

    void main() {
      vec2 dir = vUv - 0.5;
      float dist = length(dir);

      float r = texture2D(tDiffuse, vUv - dir * amount * dist).r;
      float g = texture2D(tDiffuse, vUv).g;
      float b = texture2D(tDiffuse, vUv + dir * amount * dist).b;

      gl_FragColor = vec4(r, g, b, 1.0);
    }
  `,
};

Combining Multiple Effects

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 { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const composer = new EffectComposer(renderer);

// 1. Render scene
composer.addPass(new RenderPass(scene, camera));

// 2. Bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  0.5,
  0.4,
  0.85,
);
composer.addPass(bloomPass);

// 3. Vignette
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 0.95;
vignettePass.uniforms["darkness"].value = 1.0;
composer.addPass(vignettePass);

// 4. Gamma correction
composer.addPass(new ShaderPass(GammaCorrectionShader));

// 5. Anti-aliasing (always last before output)
const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.uniforms["resolution"].value.set(
  1 / window.innerWidth,
  1 / window.innerHeight,
);
composer.addPass(fxaaPass);

Render to Texture

// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);

// Use texture
const texture = renderTarget.texture;
otherMaterial.map = texture;

Multi-Pass Rendering

// Multiple composers for different scenes/layers
const bgComposer = new EffectComposer(renderer);
bgComposer.addPass(new RenderPass(bgScene, camera));

const fgComposer = new EffectComposer(renderer);
fgComposer.addPass(new RenderPass(fgScene, camera));
fgComposer.addPass(bloomPass);

// Combine in render loop
function animate() {
  // Render background without clearing
  renderer.autoClear = false;
  renderer.clear();

  bgComposer.render();

  // Render foreground over it
  renderer.clearDepth();
  fgComposer.render();
}

WebGPU Post-Processing (Three.js r150+)

import { postProcessing } from "three/addons/nodes/Nodes.js";
import { pass, bloom, dof } from "three/addons/nodes/Nodes.js";

// Using node-based system
const scenePass = pass(scene, camera);
const bloomNode = bloom(scenePass, 0.5, 0.4, 0.85);

const postProcessing = new THREE.PostProcessing(renderer);
postProcessing.outputNode = bloomNode;

// Render
function animate() {
  postProcessing.render();
}

Performance Tips

  1. Limit passes: Each pass adds a full-screen render
  2. Lower resolution: Use smaller render targets for blur passes
  3. Disable unused effects: Toggle passes on/off
  4. Use FXAA over MSAA: Less expensive anti-aliasing
  5. Profile with DevTools: Check GPU usage
// Disable pass
bloomPass.enabled = false;

// Reduce bloom resolution
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2),
  strength,
  radius,
  threshold,
);

// Only apply effects in high-performance scenarios
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
if (!isMobile) {
  composer.addPass(expensivePass);
}

Handle Resize

function onWindowResize() {
  const width = window.innerWidth;
  const height = window.innerHeight;
  const pixelRatio = renderer.getPixelRatio();

  camera.aspect = width / height;
  camera.updateProjectionMatrix();

  renderer.setSize(width, height);
  composer.setSize(width, height);

  // Update pass-specific resolutions
  if (fxaaPass) {
    fxaaPass.material.uniforms["resolution"].value.set(
      1 / (width * pixelRatio),
      1 / (height * pixelRatio),
    );
  }

  if (bloomPass) {
    bloomPass.resolution.set(width, height);
  }
}

window.addEventListener("resize", onWindowResize);

See Also

  • threejs-shaders - Custom shader development
  • threejs-textures - Render targets
  • threejs-fundamentals - Renderer setup

Source: SKILL.md on GitHub

No rule matched.

skilld matched fixed text patterns in SKILL.md and file names. Patterns miss obfuscated code.

skilld run checks every file with the same patterns. It asks for approval before it loads a Skill with a behavior marked Needs approval.

No alerts22d5 checks · Risk SAFE
  • Gen Agent Trust Hub22d

    This skill provides comprehensive documentation and code examples for Three.js post-processing effects. The content is educational and adheres to standard 3D graphics programming patterns with no security issues detected.

  • Socket22d

    No alerts

  • Snyk22d

    Risk: LOW · No issues

  • Runlayer7mo

    1 file scanned · No issues

  • ZeroLeaks5mo

    Score: 93/100 · 2 sections analyzed

Signed by skilld at 945fb8d. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 months ago.

Steadyupdated 9 months ago
  • threejs
  • postprocessing
  • bloom
  • shader
  • visual-effects
  • depth-of-field
  • antialiasing
  • color-grading
  • webgl

README badge

README badge for cloudai-x/threejs-skills/threejs-postprocessing

Sets up Three.js post-processing effects using EffectComposer and a suite of built-in passes: bloom, depth of field, anti-aliasing, ambient occlusion, film grain, vignette, and custom screen-space shaders. Targets visual effects pipelines where you chain multiple passes (render, bloom, color grade, AA) before final output, and includes examples for selective bloom, pixelation, glitch, halftone, and outline effects.

Generated from the current SKILL.md.

Does this skill work with all Three.js versions?
The skill uses Three.js addons from the postprocessing and shaders folders. It requires a recent version of Three.js that includes EffectComposer and the specific passes shown (UnrealBloomPass, SSAOPass, etc.).
Can I combine multiple post-processing effects in one scene?
Yes. EffectComposer supports chaining multiple passes in sequence. The skill shows examples of combining bloom, vignette, gamma correction, and anti-aliasing together.
How do I apply bloom to only specific objects?
The skill provides a selective bloom technique using Three.js layers: mark objects to bloom with `layers.enable(BLOOM_LAYER)`, then swap their materials to black during the bloom pass and restore them afterward.
Can I write custom post-processing effects?
Yes. The skill includes a ShaderPass pattern for creating custom effects with vertex and fragment shaders. Examples show wave distortion, color inversion, and chromatic aberration.
Do I need to handle window resize events?
Yes. The skill shows updating composer size, camera aspect ratio, and shader uniforms (like FXAA resolution) in an onResize callback to maintain correct rendering at different window dimensions.

Generated from the current SKILL.md. These answers refresh after source changes.