threejs-postprocessing

Orchestrate Three.js post-processing effects with EffectComposer and shader passes.

Updated Feb 2, 2026
One-click install
npx skills add https://github.com/nicolasieber-tm/threejs-skills --skill threejs-postprocessing
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/nicolasieber-tm/threejs-skills/tree/main/skills/threejs-postprocessing
Command: npx skills add https://github.com/nicolasieber-tm/threejs-skills --skill threejs-postprocessing

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js post-processing is often complex and repetitive; this Skill provides a structured approach to apply, chain, and manage visual effects in real-time scenes, from bloom to depth of field and color grading.

Core Features & Use Cases

  • EffectComposer setup: Chain passes like RenderPass, Bloom, DOF, SSAO, FXAA, SMAA, and Vignette to achieve stylized visuals.
  • Custom shaders & passes: Build and integrate ShaderPass-based effects and user-defined post-processing.
  • Multi-pass rendering & render-to-texture: Render scenes to targets, compose multiple scenes, or apply effects selectively.
  • Node-based/post-processing (WebGPU): Utilize node-based pipelines for advanced effects when available.
  • Performance tips: Manage pass count, resolution, and dynamic enabling to sustain high Framerates.
  • Real-world usage: Animate a scene with bloom on bright objects, depth of field on a focal target, and color grading for atmosphere.

Quick Start

Set up a basic EffectComposer, add a RenderPass and a Bloom pass, then render with the composer inside your animation loop.

Frequently Asked Questions about threejs-postprocessing

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

FAQPage Schema
How do I set up post-processing in Three.js?

Three.js post-processing requires setting up an EffectComposer, adding a RenderPass for the base scene, then chaining passes like UnrealBloomPass, and rendering with the composer inside the animation loop.

Can I use custom shaders for Three.js post-processing effects?

Yes, custom shaders can be integrated into Three.js post-processing using ShaderPass to build and apply user-defined visual effects within the EffectComposer pipeline.

What is the best way to chain multiple post-processing effects in Three.js?

The best way to chain Three.js post-processing effects is using the EffectComposer to sequentially add passes like RenderPass, bloom, depth of field, SSAO, and FXAA for stylized real-time visuals.

Does Three.js post-processing support depth of field and SSAO?

Yes, Three.js post-processing supports depth of field and SSAO by adding their respective passes to the EffectComposer alongside a base RenderPass.

How do I optimize Three.js post-processing performance?

Optimize Three.js post-processing performance by managing the pass count, adjusting render resolution, and dynamically enabling or disabling effects to sustain high frame rates.

Why does my Three.js scene need an EffectComposer for bloom?

An EffectComposer is needed for bloom because it orchestrates multi-pass rendering, allowing effects like UnrealBloomPass to process bright objects after the initial RenderPass completes.