threejs-postprocessing

Implements Three.js post-processing effects using EffectComposer, bloom, DOF, and custom screen-space shaders.

Updated Apr 19, 2026
One-click install
npx skills add https://github.com/divinaarmuela/Content --skill threejs-postprocessing-divinaarmuela
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/divinaarmuela/Content/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/divinaarmuela/Content --skill threejs-postprocessing-divinaarmuela

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires three.

What problem does it solve? Adding visual effects like glow, blur, depth of field, and color grading to a Three.js scene requires correctly wiring EffectComposer passes, which is error-prone and poorly documented across many scattered examples. ## Core Features & Use Cases - EffectComposer Setup: Configure render passes, handle window resize, and chain multiple effects in the correct order. - Built-in Effects: Ready-to-use code for bloom (including selective bloom), FXAA/SMAA anti-aliasing, SSAO, depth of field, film grain, vignette, glitch, halftone, outline, and pixelation. - Custom ShaderPass: Templates for writing custom screen-space GLSL shaders such as wave distortion, color inversion, and chromatic aberration. - Use Case: You are building a 3D product showcase and want glowing highlights on emissive materials plus a subtle vignette and anti-aliasing; this Skill provides the complete composer chain to achieve it. ## Quick Start Ask the AI to add an UnrealBloomPass glow effect to your existing Three.js scene using EffectComposer.

Frequently Asked Questions about threejs-postprocessing

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

FAQPage Schema
How do I add bloom effect to a Three.js scene?

Add bloom by creating an EffectComposer, adding a RenderPass for your scene, then appending an UnrealBloomPass with strength, radius, and threshold parameters. Render with composer.render() instead of renderer.render() in your animation loop.

How to apply bloom only to specific objects in Three.js?

Use selective bloom by assigning glowing objects to a dedicated layer, then darken all non-bloomed meshes with a black material before the bloom pass and restore materials afterward. Render the final scene over the bloom output.

FXAA vs SMAA in Three.js post-processing, which should I use?

FXAA is cheaper and works as a single ShaderPass with a resolution uniform, making it suitable for most cases. SMAA produces higher quality edges but costs more; use SMAAPass when visual quality matters more than performance.

Why is my Three.js post-processing not rendering anything?

The most common cause is still calling renderer.render() instead of composer.render() in the animation loop. Also verify the RenderPass is added first in the chain and that composer.setSize() is called on window resize.

How do I write a custom shader pass in Three.js?

Define a shader object with a tDiffuse uniform, vertex shader, and fragment shader, then wrap it in a ShaderPass and add it to the composer. Update custom uniforms like time each frame through pass.uniforms.

Does Three.js post-processing hurt performance on mobile?

Each pass adds a full-screen render, so multiple effects can strain mobile GPUs. Reduce bloom resolution, disable expensive passes on mobile devices, and prefer FXAA over MSAA to limit the performance cost.