threejs-postprocessing

Configure an EffectComposer pipeline with post-processing passes for Three.js scenes.

2|1|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/huangzida/skills --skill threejs-postprocessing-huangzida
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/huangzida/skills/tree/main/threejs-postprocessing
Command: npx skills add https://github.com/huangzida/skills --skill threejs-postprocessing-huangzida

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Post-processing in Three.js can be verbose and error-prone when chaining multiple passes and custom shaders; this Skill provides a structured approach to applying bloom, depth of field, color grading, and screen-space effects in a repeatable pipeline.

Core Features & Use Cases

  • Setup an EffectComposer with common passes (RenderPass, BloomPass, DOF, ShaderPass) to create glow, focus, and color corrections.
  • Compose multiple passes in a deterministic order for real-time rendering in games, visualizations, and architectural previews.
  • Real-world use cases include emphasizing light sources with bloom, cinematic focus via DOF, and applying custom shader-based post processes for unique visuals.

Quick Start

Create a minimal Three.js scene and enable an EffectComposer with a RenderPass and a bloom pass to activate post-processing.

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 post-processing effects to a Three.js scene?

To apply Three.js post-processing, configure an EffectComposer pipeline with RenderPass, BloomPass, and DOF passes to chain multiple effects deterministically for real-time rendering.

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

The best way to chain custom shaders in Three.js is using an EffectComposer to sequence ShaderPass instances, ensuring deterministic order and safe defaults for screen-space effects.

Why does my Three.js EffectComposer render a black screen when applying multiple passes?

Applying Three.js EffectComposer passes can be error-prone, but utilizing a structured pipeline approach with safe defaults ensures correct pass ordering and prevents black screen rendering.

Can I use custom screen-space shaders for color grading in Three.js?

Yes, you can use custom screen-space shaders for color grading in Three.js by configuring a ShaderPass within the EffectComposer pipeline to apply real-time visual corrections.

Does Three.js support SSAO-like effects for real-time architectural visualizations?

Three.js supports SSAO-like effects and depth of field passes through EffectComposer, enabling cinematic focus and screen-space ambient occlusion for architectural previews.