threejs-postprocessing

Implements EffectComposer-based post-processing with bloom, depth-of-field and ambient occlusion for Three.js scenes.

Updated May 18, 2026
One-click install
npx skills add https://github.com/afovea/game-dev-skills --skill threejs-postprocessing-afovea
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/afovea/game-dev-skills/tree/main/plugins/game-tech/skills/threejs-postprocessing
Command: npx skills add https://github.com/afovea/game-dev-skills --skill threejs-postprocessing-afovea

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies the complex implementation of screen-space effects in Three.js, removing the guesswork from setting up render targets, pass chains, and performance-heavy visual enhancements.

Core Features & Use Cases

  • Effect Composition: Easily chain passes like UnrealBloom, SSAO, and Bokeh for high-fidelity visuals.
  • Performance Optimization: Includes built-in guidance for mobile scaling, resolution management, and GPU profiling.
  • Use Case: Use this skill to add a cinematic bloom effect and depth-of-field to a 3D scene while ensuring the frame rate remains stable on lower-end hardware.

Quick Start

Use the threejs-postprocessing skill to set up an EffectComposer with a RenderPass and an UnrealBloomPass for my scene.

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 an EffectComposer with a RenderPass and UnrealBloomPass in Three.js?

To set up an EffectComposer in Three.js, you configure a render target and chain a RenderPass followed by an UnrealBloomPass to apply cinematic screen-space bloom effects to your 3D scene.

What is the best way to chain multiple post-processing effects like SSAO and depth-of-field in Three.js?

The best way to chain post-processing effects in Three.js is using the EffectComposer architecture to sequentially link passes like SSAO and Bokeh depth-of-field, ensuring proper render target management for high-fidelity visuals.

Can I use Three.js post-processing effects on mobile hardware without dropping frame rates?

Yes, you can use post-processing on mobile hardware by applying built-in performance optimization guidance for resolution management, mobile scaling, and GPU profiling to maintain a stable frame rate.

Why does adding custom shader passes to my Three.js rendering pipeline impact GPU performance?

Adding custom shader passes impacts GPU performance because each screen-space effect requires additional render targets and pass-chain processing, making optimal render target management essential for complex pipelines.

Does this Three.js post-processing approach support ambient occlusion and depth-of-field simultaneously?

Yes, this approach supports ambient occlusion and depth-of-field simultaneously by configuring the EffectComposer to chain an SSAO pass and a Bokeh pass within the same complex rendering pipeline.