threejs-postprocessing

Apply bloom, DOF, and color grading to Three.js scenes via EffectComposer.

Updated Mar 16, 2026
One-click install
npx skills add https://github.com/soeiroo/multifunctional-web --skill threejs-postprocessing-soeiroo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/soeiroo/multifunctional-web/tree/main/.agents/skills/threejs-postprocessing
Command: npx skills add https://github.com/soeiroo/multifunctional-web --skill threejs-postprocessing-soeiroo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js post-processing enables creators to add cinematic effects to WebGL scenes without writing bespoke shader logic, by offering a modular pipeline of reusable passes like RenderPass, UnrealBloomPass, DOF, and ShaderPass.

Core Features & Use Cases

  • EffectComposer-based pipeline to chain passes for bloom, depth-of-field, color grading, outlines, and screen-space shaders.
  • Extensive examples and techniques including bloom variations, FXAA/SMAA, SSAO, DOF, film grain, vignette, color correction, gamma correction, pixelation, glitch, halftone, and outlines.
  • Multi-pass rendering and render-to-texture workflows, enabling complex scene composition and post-processed outputs across WebGL canvases.

Quick Start

Set up a Three.js scene with an EffectComposer and a bloom pass, then render continuously.

Frequently Asked Questions about threejs-postprocessing

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add cinematic bloom and depth of field to a Three.js scene?

You add cinematic bloom and depth of field to a Three.js scene by setting up an EffectComposer pipeline that chains RenderPass, UnrealBloomPass, and DOF passes to process WebGL visuals without writing custom shader logic.

What is the best way to chain multiple post-processing effects in Three.js?

The best way to chain multiple post-processing effects in Three.js is using a modular EffectComposer pipeline. This allows you to sequence ShaderPass instances for color grading, vignette, and film grain across multi-pass render-to-texture workflows.

Does Three.js post-processing support anti-aliasing and screen-space shaders?

Yes, Three.js post-processing supports anti-aliasing and screen-space shaders. You can chain FXAA or SMAA passes alongside SSAO and screen-space shaders through the EffectComposer pipeline for complex scene composition.

Can I apply color correction and pixelation effects to WebGL canvases?

Yes, you can apply color correction and pixelation effects to WebGL canvases by chaining modular ShaderPass instances. This enables gamma correction, glitch, and halftone visual styling across interactive 3D web apps.

How do I handle pass ordering and resizing for a Three.js EffectComposer?

You handle pass ordering and resizing for a Three.js EffectComposer by sequencing RenderPass first followed by effect passes, applying included resizing guidance to maintain correct screen-space shader output across WebGL canvas dimensions.

Why use EffectComposer instead of writing custom shaders for visual effects?

Use EffectComposer instead of writing custom shaders because it provides a modular pipeline of reusable passes like UnrealBloomPass and DOF, enabling complex multi-pass rendering and cinematic lighting without bespoke shader logic.