threejs-postprocessing
Skill3 starsChanged 10 days agoMITView on GitHub
Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
21 other projects use a version of this, 7 of them edited; 1 new project in the last 4 weeks, against 0 the 4 before.
Adopted by
Surging: 1 new project took it in the last 4 weeks, none the 4 weeks before.thin data
Most recently taken up by
- DaraBoth/skilljmskilledited, first seen Nov 8, 2026
- OpenMontageInc/OpenMontageword for word, first seen Nov 8, 2026
- calesthio/OpenMontageword for word, first seen Nov 8, 2026
- davidanthonyn/claude-skillsword for word, first seen Oct 20, 2026
- CloudAI-X/threejs-skillsedited, first seen Oct 18, 2026
- alton47/threejs-skillsedited, first seen Oct 15, 2026
Used with
Projects with it also use threejs-audio, threejs-camera and 1 more.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
alton47Skillthreejs-audio
Adds spatial and non-spatial audio to Three.js scenes using AudioListener, Audio, PositionalAudio, AudioAnalyser, and AudioLoader. Use when the user asks about 3D audio, spatial sound, positional audio, audio visualization, background music, or Web Audio API integration. Trigger keywords: audio, sound, PositionalAudio, AudioListener, AudioAnalyser, spatial audio, 3D sound, music visualization.
Also in 3 projects that use this
alton47Skillthreejs-camera
Configures Three.js cameras and controls — PerspectiveCamera, OrthographicCamera, OrbitControls, FlyControls, PointerLockControls, and first-person setup. Use when the user asks about cameras, controls, orbit, fly, first-person, camera movement, or viewport setup. Trigger keywords: camera, OrbitControls, FlyControls, PointerLockControls, perspective, orthographic, first person, viewport, FOV.
Also in 3 projects that use this
- +1 more from alton47
Other versions21 projects use a version of this.
Word for word · 13
- calesthio/OpenMontage★ 78k100% same
- OpenMontageInc/OpenMontage★ 78k100% same
- educlopez/thegridcn-ui★ 394100% same
- quiet-node/gesture-lab★ 185100% same
- codetesla51/skills★ 32100% same
- ruloCode/hermes-os★ 16100% same
- LinHao-city/StoryMind★ 10100% same
- huangzida/skills★ 2100% same
- patrickcohen/claude-skills-collection★ 1100% same
- sirakinb/claude-code-skills★ 1100% same
3 more not listed
Edited · 7
- CloudAI-X/threejs-skills★ 3.7k11% same
- kumaran-is/claude-code-onboarding★ 3585% same
- alton47/threejs-skills★ 1322% same
- Adhamxon/claude-code-skills★ 286% same
- DaraBoth/skilljmskill★ 211% same
- FkennedyFox/claude-skills★ 022% same
- Gopyr/gopyr-skills-hub★ 049% same
Wrote their own version · 1
- full-stack-skills/threejs-skills★ 9same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository72 other files it gives its agents.
- workflow/AGENTS.mdAGENTS.md
- docs/llms.txtllms.txt
- llms.txtllms.txt
- ai-video-prompt-engineerSkill
- api-contract-designSkill
- api-hardeningSkill
- brainstormingSkill
- cavecrewSkill
- caveman-commitSkill
- caveman-compressSkill
- caveman-helpSkill
- caveman-reviewSkill
- cavemanSkill
- councilSkill
- database-migrationsSkill
- deep-researchSkill
- dependency-auditSkill
- deployment-patternsSkill
- e2e-testingSkill
- error-handlingSkill
- exa-searchSkill
- finishing-a-development-branchSkill
- frontend-securitySkill
- github-opsSkill
- graphifySkill
- graphyloop-wavesSkill
- graphyloop-workflowSkill
- gsap-coreSkill
- gsap-frameworksSkill
- gsap-performanceSkill
- gsap-pluginsSkill
- gsap-reactSkill
- gsap-scrolltriggerSkill
- gsap-timelineSkill
- gsap-utilsSkill
- high-end-visual-designSkill
- image-to-codeSkill
- last30daysSkill
- minimalist-uiSkill
- postgres-patternsSkill
- prisma-patternsSkill
- receiving-code-reviewSkill
- redesign-existing-projectsSkill
- remotion-video-creationSkill
- requesting-code-reviewSkill
- search-firstSkill
- secrets-hygieneSkill
- security-reviewSkill
- security-scanSkill
- short-video-productionSkill
- story-engineeringSkill
- supabase-setupSkill
- swarm-memorySkill
- systematic-debuggingSkill
- tdd-workflowSkill
- terminal-opsSkill
- threejs-animationSkill
- threejs-fundamentalsSkill
- threejs-geometrySkill
- threejs-interactionSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. 0 are common, 3 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 5 edited versions we read keep these.
3
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 334
Create your own post-processing effects.
- Distinctive: line 544
Lower resolution: Use smaller render targets for blur passes
- Distinctive: line 547
Profile with DevTools: Check GPU usage
“Common” is measured: kept by at least 6 in 10 of the 5 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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 bufferDepth 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
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