What problem does it solve?
This Skill reduces the complexity of adding and tuning screen-space post-processing in Three.js projects by guiding composer setup, pass ordering, resize handling, and performance tradeoffs so visual effects like bloom, DOF, and color grading can be applied reliably.
Core Features & Use Cases
- EffectComposer orchestration: guidance for composing RenderPass, ShaderPass, and third-party passes and ensuring the final pass renders to screen.
- Common effects: practical examples for bloom, selective bloom via layers, FXAA/SMAA anti-aliasing, SSAO, Bokeh DOF, film grain, vignette, color correction, gamma, glitch, halftone, and outline passes.
- Custom shaders and render targets: instructions for creating ShaderPasses, rendering to texture, multi-pass workflows, and WebGPU node-based postprocessing.
- Performance & scaling: strategies for reducing resolution for expensive passes, toggling passes by device, and updating pass-specific uniforms on resize.
- Use Case: Add selective bloom for collectible items, DOF for cinematic camera focus, and FXAA for smooth edges in a Three.js game scene.
Quick Start
Set up an EffectComposer with a RenderPass, add an UnrealBloomPass and an FXAAShader pass, and call composer.render() in the animation loop to enable bloom and anti-aliasing.