ohos-dev-graphics3d-combined-postprocess

Implement single-pass Combined post-process effects in OpenHarmony Graphics3D.

31|6|Updated Jan 29, 2026
One-click install
npx skills add https://github.com/openharmonyinsight/openharmony-skills --skill ohos-dev-graphics3d-combined-postprocess
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ohos-dev-graphics3d-combined-postprocess
Source: https://github.com/openharmonyinsight/openharmony-skills/tree/main/skills/ohos-dev-graphics3d-combined-postprocess
Command: npx skills add https://github.com/openharmonyinsight/openharmony-skills --skill ohos-dev-graphics3d-combined-postprocess

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

OpenHarmony Graphics3D Combined post-process effects are hard to implement correctly because they require coordinated, consistent changes across LumeRender, Lume3D, and LumeScene while obeying single-pass constraints and strict shader/C++ index alignment.

Core Features & Use Cases

  • Single-pass fullscreen post-processing integration: Implement tone mapping, color grading, vignette, and similar effects that run in one combined shader pass.
  • Three-module implementation workflow: Provide an end-to-end checklist spanning LumeRender configuration/shader wiring, Lume3D ECS/component integration, and LumeScene user-facing interfaces and registration.
  • Built-in safety guardrails: Prevent common failure modes such as multi-pass misuse, shader–C++ index mismatches, and incorrect userFactors handling for effects with >4 parameters.
  • Reference-driven examples: Use the provided implementation guide to follow expected file targets and data flow for effects like Tone and ColorConversion.

Quick Start

Implement a new single-pass Combined post-process effect in OpenHarmony Graphics3D by following the LumeRender → Lume3D → LumeScene steps and validating that the effect is registered with consistent indices and flag bits.

Frequently Asked Questions about ohos-dev-graphics3d-combined-postprocess

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

FAQPage Schema
How do I add tone mapping or color grading effects in OpenHarmony Graphics3D?▼

To add tone mapping or color grading in Graphics3D, implement a single-pass fullscreen shader across LumeRender, Lume3D, and LumeScene while maintaining consistent shader and C++ index alignment.

How do I implement single-pass post-processing in OpenHarmony Graphics3D?▼

Implement single-pass post-processing by configuring the combined fullscreen shader in LumeRender, integrating ECS components in Lume3D, and registering user-facing interfaces in LumeScene with correct indices and flag bits.

Can I use multi-pass effects like bloom or depth-of-field with this post-processing approach?▼

No, multi-pass effects like bloom or depth-of-field are explicitly avoided. This approach targets single-pass combined effects only, such as tone mapping, color grading, and vignette, to ensure safe pipeline integration.

Why does my Graphics3D post-processing effect fail when it has more than 4 parameters?▼

Post-processing effects fail with over 4 parameters due to incorrect userFactors handling for GPU uniforms. You must pack factors and userFactors correctly to prevent shader and C++ index mismatches.

What is the LumeRender to LumeScene workflow for adding a fullscreen shader effect?▼

The workflow spans LumeRender configuration and shader wiring, Lume3D ECS component integration, and LumeScene user interface registration, requiring consistent specialization-bit alignment across all three modules.

Do I need to align shader indices with C++ indices for OpenHarmony render pipeline integration?▼

Yes, you must maintain consistent shader and C++ index alignment along with specialization-bit alignment to integrate combined fullscreen post-processing effects safely across the Graphics3D render pipeline.