threejs-postprocessing

Configure EffectComposer pass pipelines for Three.js post-processing effects.

Updated Mar 14, 2026
One-click install
npx skills add https://github.com/mitgar14/app-embebidos --skill threejs-postprocessing-mitgar14
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/mitgar14/app-embebidos/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/mitgar14/app-embebidos --skill threejs-postprocessing-mitgar14

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js scenes often need polished visual effects without sacrificing a clean rendering pipeline. This Skill helps you add screen-space post-processing while keeping your scene, camera, and animation loop manageable.

Core Features & Use Cases

  • Composer-based rendering: Set up EffectComposer and chain passes in the correct order.
  • Common visual effects: Add bloom, FXAA, SSAO, depth of field, vignette, glitch, film grain, outline, and color correction.
  • Custom effects: Build ShaderPass-based filters, selective bloom setups, and render-to-texture workflows for advanced scene styling.
  • Use cases: Improve interactive 3D product demos, immersive web experiences, and stylized visual scenes with cinematic finishing touches.

Quick Start

Use this skill to add a bloom pass to a Three.js scene and connect the composer to your animation loop.

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 post-processing effects to a Three.js scene?

Selective bloom requires render-to-texture workflows and careful pass ordering within EffectComposer. By configuring per-effect uniforms and layering ShaderPass filters, you isolate glowing elements while preserving overall scene performance.

Why does my Three.js post-processing break on window resize?

Post-processing breaks on resize because render targets and EffectComposer dimensions are not updated. Correct pass ordering, resize handling, and render-target management are required to preserve visual fidelity across viewport changes.

Can I build custom ShaderPass workflows for WebGL visual effects?

Yes, you can build custom ShaderPass-based filters for advanced scene styling. This involves configuring per-effect uniforms and integrating custom shaders into the pass-based render pipeline alongside existing effects like glitch or vignette.

What is the correct pass ordering for Three.js EffectComposer?

Correct pass ordering in EffectComposer ensures effects like depth of field, anti-aliasing, and color grading apply sequentially without visual conflicts. Proper ordering manages render-target outputs and maintains performance across chained passes.

Does post-processing in Three.js affect rendering performance?

Post-processing impacts performance due to additional render targets and pass executions. Managing per-effect uniforms, optimizing render-target resolution, and using efficient pass chaining are necessary to preserve visual fidelity without sacrificing WebGL rendering speed.