threejs-postprocessing

Automate Three.js post-processing setup with EffectComposer and render passes.

Updated Mar 25, 2026
One-click install
npx skills add https://github.com/dogmandcl/Claude-Threejs-Skills --skill threejs-postprocessing-dogmandcl
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/dogmandcl/Claude-Threejs-Skills/tree/main/skills/threejs-postprocessing
Command: npx skills add https://github.com/dogmandcl/Claude-Threejs-Skills --skill threejs-postprocessing-dogmandcl

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js projects often look flat or lack depth, and this Skill provides a comprehensive guide and ready-to-use post-processing setup to add cinematic effects such as bloom, depth of field, color grading, and screen-space shaders.

Core Features & Use Cases

  • EffectComposer and RenderPass orchestration for scene rendering.
  • Bloom, DOF, color correction, vignette, film grain, and other post-processing passes to enhance visuals in games, demos, and interactive experiences.
  • Use cases include adding bloom to bright scenes, applying DOF to focus attention, and layering color grading for a distinctive look.

Quick Start

Apply the post-processing pipeline to a Three.js scene by configuring an EffectComposer with passes and rendering through the composer.

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 and depth of field to a Three.js scene?

To add bloom and depth of field to a Three.js scene, you configure an EffectComposer with a RenderPass and chain specific post-processing passes like UnrealBloomPass and BokehPass to render the scene with cinematic screen-space effects.

What is the best way to apply color correction and FXAA in Three.js?

Color correction and FXAA in Three.js are best applied using an EffectComposer pipeline, which orchestrates multiple screen-space post-processing passes to grade colors and smooth edges without rendering the base scene multiple times.

Can I adjust Three.js post-processing parameters at runtime?

Yes, you can adjust Three.js post-processing parameters at runtime by updating the properties of individual passes within the EffectComposer, enabling dynamic control over effects like bloom intensity or depth of field focus distance during interactive sessions.

Does Three.js post-processing work for interactive 3D games and demos?

Three.js post-processing is designed for interactive 3D games and demos, utilizing render targets and screen-space shaders to apply real-time effects like SSAO and vignette, enhancing visual depth and realism without static pre-rendering.

Why does my Three.js scene look flat and lack cinematic depth?

A Three.js scene looks flat because it lacks post-processing effects, which can be resolved by adding an EffectComposer to layer cinematic shaders like bloom, film grain, and color grading over the base render.

What are the limitations of using multiple screen-space passes in Three.js?

Using multiple screen-space passes in Three.js increases rendering overhead and can impact performance in interactive applications, requiring careful orchestration of render targets and passes like SSAO and DOF to maintain a playable framerate.