T
threejs-postprocessing
by @cloudai-xv
4.4(44)
Implements post-processing effects for Three.js scenes, such as glow, depth of field, and screen space ambient occlusion.
Installation
npx skills add cloudai-x/threejs-skills --skill threejs-postprocessingcompare_arrows
Before / After Comparison
1 组Before
Lack of Three.js post-processing capabilities makes 3D scene rendering effects appear bland. Unable to achieve cinematic visual effects like depth of field and bloom, reducing user immersion and visual impact.
After
Mastering this skill allows you to use EffectComposer for Three.js post-processing. Easily add screen effects like bloom and depth of field, significantly enhancing the visual expressiveness and artistic appeal of 3D scenes.
SKILL.md
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
- Limit passes: Each pass adds a full-screen render
- Lower resolution: Use smaller render targets for blur passes
- Disable unused effects: Toggle passes on/off
- Use FXAA over MSAA: Less expensive anti-aliasing
- 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 developmentthreejs-textures- Render targetsthreejs-fundamentals- Renderer setup
User Reviews (0)
Write a Review
Effect
Usability
Docs
Compatibility
No reviews yet
Statistics
Installs3.1K
Rating4.4 / 5.0
Version
Updated2026年5月22日
Comparisons1
User Rating
4.4(44)
5
20%
4
50%
3
27%
2
2%
1
0%
Rate this Skill
0.0
Compatible Platforms
🔧Claude Code
🔧OpenClaw
🔧OpenCode
🔧Codex
🔧Gemini CLI
🔧GitHub Copilot
🔧Amp
🔧Kimi CLI
Timeline
Created2026年3月16日
Last Updated2026年5月22日