threejs-postprocessing

Apply layered post-processing effects to Three.js render outputs with EffectComposer passes.

1|Updated Apr 11, 2026
One-click install
npx skills add https://github.com/shige1014-dev/backup-OpenMontage --skill threejs-postprocessing-shige1014-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/shige1014-dev/backup-OpenMontage/tree/main/.agents/skills/threejs-postprocessing
Command: npx skills add https://github.com/shige1014-dev/backup-OpenMontage --skill threejs-postprocessing-shige1014-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a concise, practical reference for adding layered post-processing effects to Three.js render pipelines so developers can achieve cinematic visuals, glow, depth of field, color grading, and custom screen-space shaders without trial-and-error.

Core Features & Use Cases

  • EffectComposer Integration: Shows how to set up EffectComposer and chain RenderPass with multiple post-processing passes for final output.
  • Common Visual Effects: Demonstrates bloom, selective bloom, DOF, SSAO, vignette, film grain, chromatic aberration, pixelation, outline, glitch, halftone, and anti-aliasing (FXAA/SMAA) implementations.
  • Custom ShaderPasses & Multi-Pass Workflows: Guides on creating custom ShaderPass shaders, render-to-texture, multi-composer layering, and WebGPU node-based post-processing for advanced pipelines.
  • Use Case: Ideal for web game developers or interactive experience designers who need efficient, real-time visual polish and predictable performance tradeoffs.

Quick Start

Use the threejs-postprocessing skill to add an EffectComposer with a RenderPass, UnrealBloomPass, and FXAA ShaderPass to your existing Three.js renderer and handle resize and composer sizing.

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 to a Three.js scene, set up an EffectComposer and chain a RenderPass with UnrealBloomPass and BokehPass. This applies cinematic visual effects to your render output with proper pass ordering.

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

The best way to chain custom shader passes in Three.js is using EffectComposer to sequence multiple ShaderPass instances after a RenderPass. This enables multi-pass workflows for screen-space shaders, render-to-texture operations, and layered compositions.

Does post-processing in Three.js require manual resize handling for the EffectComposer?

Yes, Three.js post-processing requires manual resize handling for the EffectComposer. You must manage render target sizing and call the composer's setSize method during window resize events to maintain correct render output dimensions.

Can I use FXAA for anti-aliasing in my Three.js render pipeline?

Yes, you can use FXAA for anti-aliasing in your Three.js render pipeline by adding an FXAAShader as a ShaderPass within your EffectComposer chain. This provides real-time anti-aliasing for interactive web 3D scenes.

Why does my Three.js post-processing output have performance tradeoffs in real-time scenes?

Three.js post-processing performance tradeoffs occur because each additional pass in the EffectComposer chain adds render overhead. Multi-pass workflows for visual effects like SSAO, DOF, and bloom require careful management to balance visual polish with real-time performance.