threejs-postprocessing

Implements Three.js post-processing effects using EffectComposer, bloom, DOF, and custom screen-space shaders.

1|Updated Aug 17, 2025
One-click install
npx skills add https://github.com/ratnesh-maurya/mdconverter --skill threejs-postprocessing-ratnesh-maurya
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/ratnesh-maurya/mdconverter/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/ratnesh-maurya/mdconverter --skill threejs-postprocessing-ratnesh-maurya

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires three.

What problem does it solve? Adding visual effects like bloom, depth of field, anti-aliasing, and color grading to a Three.js scene requires correctly wiring EffectComposer passes, managing render order, and handling resize events, which is error-prone without a reference. ## Core Features & Use Cases - EffectComposer Setup: Configure render passes, chain multiple effects, and handle window resize correctly. - Built-in Effects: Ready-to-use snippets for bloom, selective bloom, FXAA/SMAA, SSAO, depth of field, film grain, vignette, glitch, halftone, outline, and pixelation. - Custom ShaderPass: Templates for writing custom screen-space shaders such as chromatic aberration and color inversion. - Use Case: You are building a 3D product showcase and want glowing highlights on emissive materials plus a subtle vignette and FXAA; use this Skill to assemble the composer chain in the correct order. ## Quick Start Add a bloom effect with FXAA anti-aliasing to my Three.js scene using EffectComposer.

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 effect in Three.js?

Add bloom in Three.js by creating an EffectComposer, adding a RenderPass for your scene, then appending an UnrealBloomPass with strength, radius, and threshold parameters. Render with composer.render() instead of renderer.render() in your animation loop.

How to apply bloom only to specific objects in Three.js?

Use selective bloom by assigning glowing objects to a dedicated layer, then darken all non-blooming meshes with a black material before the bloom pass and restore materials afterward. Render the final scene over the bloom output.

FXAA vs SMAA in Three.js post-processing, which should I use?

FXAA is cheaper and works as a single ShaderPass with a resolution uniform, making it suitable for most cases. SMAA produces higher-quality edges but costs more; use SMAAPass when visual quality matters more than performance.

Why is my Three.js post-processing not rendering anything?

The most common cause is still calling renderer.render() instead of composer.render() in the animation loop. Also verify the RenderPass is added first in the chain and that composer.setSize() is called on window resize.

How do I write a custom shader pass in Three.js?

Define a shader object with a tDiffuse uniform, vertex shader, and fragment shader, then wrap it in a ShaderPass and add it to the composer. Update custom uniforms like time each frame via pass.uniforms.

How do I improve Three.js post-processing performance?

Limit the number of passes since each adds a full-screen render, use half-resolution render targets for bloom, prefer FXAA over MSAA, and disable expensive passes on mobile devices by toggling pass.enabled.