threejs-postprocessing

Add post-processing effects to Three.js scenes with EffectComposer multi-pass rendering.

Updated May 4, 2026
One-click install
npx skills add https://github.com/jtgiron/portfolio --skill threejs-postprocessing-jtgiron
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/jtgiron/portfolio/tree/main/.agents/skills/threejs-postprocessing
Command: npx skills add https://github.com/jtgiron/portfolio --skill threejs-postprocessing-jtgiron

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you add polished post-processing to Three.js scenes without hand-crafting each rendering effect from scratch, making web visuals look more cinematic and responsive.

Core Features & Use Cases

  • Multi-pass rendering: Set up an EffectComposer workflow that replaces a single render call with ordered passes.
  • Visual effects: Apply bloom, depth of field, film grain, vignette, glitch, outlines, halftone, pixelation, and color correction.
  • Custom shaders: Build your own screen-space effects with ShaderPass for distortion, inversion, chromatic aberration, and other stylized treatments.
  • Use case: Enhance a product showcase, portfolio scene, or interactive experience with glow, focus blur, and color grading while keeping the rendering pipeline organized.

Quick Start

Use this skill to add bloom and color grading to a Three.js scene with an EffectComposer, the needed render passes, and proper resize handling.

Frequently Asked Questions about threejs-postprocessing

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

FAQPage Schema
How do I add post-processing effects like bloom and blur to a Three.js scene?

To add post-processing to a Three.js scene, you replace your single render call with an EffectComposer workflow that chains ordered passes for bloom, blur, and other screen-space visual effects.

What is the best way to manage EffectComposer pass ordering for cinematic web graphics?

Managing EffectComposer pass ordering requires sequencing render passes logically so depth of field, anti-aliasing, and color correction execute correctly, keeping the interactive web graphics rendering pipeline organized.

Can I build custom screen-space shaders using ShaderPass in Three.js?

Yes, you can build custom screen-space shaders using ShaderPass to apply stylized visual effects like chromatic aberration, distortion, and inversion to your Three.js rendering pipeline.

Does adding multi-pass post-processing require specific resize handling in Three.js?

Yes, adding multi-pass post-processing requires proper resize handling for the EffectComposer to ensure deterministic visual output and maintain correct aspect ratios for interactive web graphics.

Why use a multi-pass rendering pipeline instead of a single render call for visual effects?

A multi-pass rendering pipeline is used to apply complex visual effects like film grain, vignette, glitch, and outlines that cannot be achieved with a single render call in standard Three.js scenes.

How do I control runtime uniforms for real-time post-processing effects in Three.js?

You control runtime uniforms for post-processing effects by updating shader pass variables dynamically within the EffectComposer render loop, allowing deterministic visual adjustments for interactive web graphics.