threejs-exposure-color-grading

Implement WebGPU/TSL exposure and color grading in Three.js scenes.

5|1|Updated Jul 4, 2026
One-click install
npx skills add https://github.com/linegel/threejs-complete-set-of-skill --skill threejs-exposure-color-grading
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-exposure-color-grading
Source: https://github.com/linegel/threejs-complete-set-of-skill/tree/main/threejs-exposure-color-grading
Command: npx skills add https://github.com/linegel/threejs-complete-set-of-skill --skill threejs-exposure-color-grading

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill provides a comprehensive toolset for implementing and managing exposure and color grading in Three.js WebGPU scenes, addressing the needs of real-time graphics systems.

Core Features & Use Cases

  • WebGPU/TSL Exposure and Grading: Offers a specialized path for building exposure and grading systems in Three.js using WebGPU and TSL (Three.js Shader Language).
  • Luminance Metering: Supports various luminance metering options, including fixed, sampled, reduced, and histogram luminance metering.
  • EV Adaptation: Includes GPU-resident EV adaptation for accurate exposure control.
  • Tone Mapping: Provides explicit tone-map/output ownership and domain-correct lut3D grading.
  • Use Case: Ideal for applications requiring advanced real-time graphics, such as scientific visualization, procedural graphics systems, and interactive scenes with detailed lighting and color correction.

Quick Start

Use the threejs-exposure-color-grading skill to apply exposure and color grading to a Three.js scene.

Frequently Asked Questions about threejs-exposure-color-grading

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement exposure and color grading in Three.js WebGPU?

Implement exposure and color grading in Three.js WebGPU by building a specialized TSL path. This provides accurate luminance metering, GPU-resident EV adaptation, and explicit tone mapping with lut3D grading for real-time graphics.

What luminance metering options are available for Three.js TSL shaders?

Available luminance metering options for Three.js TSL shaders include fixed, sampled, reduced, and histogram metering. These options enable precise exposure control within GPU-resident EV adaptation workflows.

Can I use this exposure grading path without WebGPU support in Three.js?

No, you cannot use this exposure grading path without WebGPU support. Implementing the TSL-based luminance metering and EV adaptation requires a Three.js environment explicitly configured with WebGPU capabilities.

How does GPU-resident EV adaptation work for real-time graphics exposure?

GPU-resident EV adaptation works for real-time graphics exposure by calculating luminance directly on the GPU. This enables accurate, frame-by-frame exposure control and explicit tone-map ownership without CPU readbacks.

What is the best way to apply lut3D color grading in Three.js?

The best way to apply lut3D color grading in Three.js is using a domain-correct TSL implementation. This approach pairs explicit tone-map output ownership with WebGPU acceleration for accurate real-time color correction.

Why do I need TSL for Three.js real-time graphics exposure control?

You need TSL for Three.js real-time graphics exposure control because it provides the shader language required to build specialized WebGPU paths. TSL enables accurate luminance metering and GPU-resident EV adaptation.