threejs-postprocessing

Set up Three.js post-processing pipelines with EffectComposer and render passes.

1|Updated Apr 7, 2025
One-click install
npx skills add https://github.com/mmdonohue/zuzu --skill threejs-postprocessing-mmdonohue
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/mmdonohue/zuzu/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/mmdonohue/zuzu --skill threejs-postprocessing-mmdonohue

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill enables developers to set up robust post-processing pipelines in Three.js scenes, providing bloom, depth of field, color grading, and screen-space effects to enhance visual fidelity.

Core Features & Use Cases

  • EffectComposer-based pipelines: chain RenderPass, BloomPass, DOF, Vignette, ShaderPass, and custom shader passes to create rich visuals.
  • Real-time visuals: improve realism during interactive 3D experiences, product demos, and games running in the browser.
  • Use Case: Imagine a product showcase where bloom and color grading emphasize highlights and depth cues as the camera moves.

Quick Start

Install and import the necessary Three.js postprocessing components and set up an EffectComposer with passes, then render with composer.render()

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 depth of field to a Three.js scene?

To add post-processing to a Three.js scene, set up an EffectComposer to sequence multiple render passes, chaining RenderPass with BloomPass, depth of field, and ShaderPass for real-time enhanced visuals.

What is the best way to chain multiple screen-space shaders in a WebGL application?

The best way to chain screen-space shaders in a WebGL app is using an EffectComposer pipeline, which sequences passes like RenderPass and ShaderPass to apply color grading and screen effects across multiple rendering passes.

Do I need an EffectComposer to apply color grading and glow effects in Three.js?

Yes, you need an EffectComposer to apply color grading and glow effects in Three.js, as it sequences the RenderPass and BloomPass required to render these screen effects across multiple passes.

Can I use Three.js postprocessing addons for interactive 3D product demos running in the browser?

Yes, you can use Three.js postprocessing addons for interactive 3D product demos in the browser, applying real-time depth of field and bloom to emphasize highlights and depth cues as the camera moves.

Why does my Three.js post-processing pipeline not render the expected screen effects?

Your Three.js post-processing pipeline might not render screen effects if the render loop does not use composer.render() to sequence the EffectComposer passes, or if the required postprocessing addons are missing.

Does this post-processing approach work with custom shader passes in Three.js?

Yes, this post-processing approach works with custom shader passes in Three.js, allowing you to chain custom ShaderPass instances alongside BloomPass and depth of field within the EffectComposer pipeline.