threejs-postprocessing

Configure Three.js post-processing pipelines with EffectComposer and common passes.

1|Updated Mar 23, 2026
One-click install
npx skills add https://github.com/sbalagan22/bloomr --skill threejs-postprocessing-sbalagan22
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/sbalagan22/bloomr/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/sbalagan22/bloomr --skill threejs-postprocessing-sbalagan22

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js post-processing makes it easier to apply screen-space effects, but composing a robust, reusable pipeline with bloom, depth of field, color grading, and other passes can be challenging without a clear guide.

Core Features & Use Cases

  • EffectComposer integration: chain passes like RenderPass, UnrealBloomPass, DOF, and color-correction passes to create cohesive visuals.
  • Standard passes for variety: Bloom, DOF, Vignette, Color Correction, Gamma Correction, and FXAA for flexible look tuning.
  • Use Case: Rapidly prototype cinematic effects for interactive 3D experiences, games, or web apps without writing custom shaders from scratch.

Quick Start

Configure a basic post-processing pipeline with EffectComposer, a RenderPass, and an UnrealBloomPass, then render the scene.

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 to a Three.js scene?

To add bloom and depth of field post-processing in Three.js, you configure an EffectComposer to chain a RenderPass with UnrealBloomPass and DOF passes, creating cohesive cinematic visuals without writing custom shaders.

What is the best way to chain multiple render passes in Three.js?

The best way to chain multiple render passes in Three.js is using EffectComposer to sequence RenderPass, UnrealBloomPass, and color correction passes, enabling flexible visual look tuning across a multi-pass pipeline.

Can I apply color grading and FXAA in Three.js without writing custom shaders?

Yes, you can apply color grading and FXAA in Three.js without writing custom shaders by utilizing standard post-processing passes like color correction, gamma correction, and FXAA within an EffectComposer pipeline.

How do I tune and update post-processing passes at runtime in Three.js?

You can tune and update post-processing passes at runtime in Three.js by adjusting the parameters of active passes like UnrealBloomPass during rendering, allowing dynamic adaptation of visual effects as the scene changes.

Do I need to know WebGL shaders to use Three.js post-processing passes?

You do not need to know WebGL shaders to use standard Three.js post-processing passes, as built-in solutions for bloom, vignette, and color correction handle the screen-space effects internally, though familiarity with pass setup is required.

Why does my Three.js post-processing pipeline require an EffectComposer?

A Three.js post-processing pipeline requires an EffectComposer because it manages the render targets and sequences the multi-pass rendering, allowing outputs from one pass to feed into the next for layered visual effects.