threejs-postprocessing

Compose Three.js post-processing passes with EffectComposer for bloom and depth of field.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/toilahuongg/Google-Antigravity-Kit --skill threejs-postprocessing-toilahuongg
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/toilahuongg/Google-Antigravity-Kit/tree/main/.agent/skills/threejs-postprocessing
Command: npx skills add https://github.com/toilahuongg/Google-Antigravity-Kit --skill threejs-postprocessing-toilahuongg

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js scenes often require visually appealing post-processing to achieve cinematic lighting, color grading, and screen-space effects. This Skill provides a structured approach to composing multiple passes (bloom, depth of field, color adjustments, and other shader-based effects) using the EffectComposer pipeline.

Core Features & Use Cases

  • Integrates EffectComposer with a suite of common passes (Bloom, DOF, SSAO, FXAA/SMAA, Color Correction, Vignette, ShaderPass) to enhance 3D scenes.
  • Supports multi-pass rendering, render-to-texture workflows, and per-object versus full-scene effects for flexible workflows in games, demos, and product visualizations.
  • Includes guidance on performance tips, resize handling, and extending with custom shader passes for bespoke visuals.

Quick Start

Set up your Three.js scene with an EffectComposer and a bloom pass to begin applying post-processing.

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 effects to a Three.js scene?

You add post-processing to a Three.js scene by setting up an EffectComposer with a RenderPass and specific effect passes like UnrealBloomPass, then rendering through the composer instead of the default renderer.

What is EffectComposer used for in Three.js post-processing?

EffectComposer in Three.js post-processing is used to chain multiple render passes together, enabling multi-pass rendering and render-to-texture workflows for combining bloom, color grading, and screen-space effects into a final output.

Can I apply post-processing effects to specific objects instead of the full Three.js scene?

Yes, the post-processing setup supports per-object versus full-scene effects, allowing you to selectively apply passes like bloom or color grading to specific objects within your Three.js scene.

How do I handle window resizing when using Three.js EffectComposer?

You handle window resizing with Three.js EffectComposer by explicitly updating the composer and its passes alongside the renderer during resize events to ensure all render-to-texture effects scale correctly.

Does Three.js post-processing support custom shader passes?

Yes, Three.js post-processing supports custom shader passes via ShaderPass within the EffectComposer, allowing you to extend the library with bespoke visual effects for interactive apps, animations, or games.

What are the performance considerations for multi-pass rendering in Three.js?

Performance considerations for multi-pass rendering in Three.js involve managing the overhead of chaining multiple screen-space effects like SSAO, DOF, and FXAA, which requires careful optimization to maintain frame rates in interactive apps and games.