threejs-exposure-color-grading

Implement WebGPU/TSL exposure and color grading in Three.js scenes.

5|1|Updated Jul 4, 2026
One-click install
npx skills add https://github.com/linegel/threejs-complete-set-of-skill --skill threejs-exposure-color-grading
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: threejs-exposure-color-grading
Source: https://github.com/linegel/threejs-complete-set-of-skill/tree/main/threejs-exposure-color-grading
Command: npx skills add https://github.com/linegel/threejs-complete-set-of-skill --skill threejs-exposure-color-grading

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill provides a comprehensive toolset for implementing and managing exposure and color grading in Three.js WebGPU scenes, addressing the needs of real-time graphics systems.

Core Features & Use Cases

  • WebGPU/TSL Exposure and Grading: Offers a specialized path for building exposure and grading systems in Three.js using WebGPU and TSL (Three.js Shader Language).
  • Luminance Metering: Supports various luminance metering options, including fixed, sampled, reduced, and histogram luminance metering.
  • EV Adaptation: Includes GPU-resident EV adaptation for accurate exposure control.
  • Tone Mapping: Provides explicit tone-map/output ownership and domain-correct lut3D grading.
  • Use Case: Ideal for applications requiring advanced real-time graphics, such as scientific visualization, procedural graphics systems, and interactive scenes with detailed lighting and color correction.

Quick Start

Use the threejs-exposure-color-grading skill to apply exposure and color grading to a Three.js scene.

Frequently Asked Questions about threejs-exposure-color-grading

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

FAQPage Schema
How do I implement exposure and color grading in Three.js WebGPU?▼

Implement exposure and color grading in Three.js WebGPU by building a specialized TSL path. This provides accurate luminance metering, GPU-resident EV adaptation, and explicit tone mapping with lut3D grading for real-time graphics.

What luminance metering options are available for Three.js TSL shaders?▼

Available luminance metering options for Three.js TSL shaders include fixed, sampled, reduced, and histogram metering. These options enable precise exposure control within GPU-resident EV adaptation workflows.

Can I use this exposure grading path without WebGPU support in Three.js?▼

No, you cannot use this exposure grading path without WebGPU support. Implementing the TSL-based luminance metering and EV adaptation requires a Three.js environment explicitly configured with WebGPU capabilities.

How does GPU-resident EV adaptation work for real-time graphics exposure?▼

GPU-resident EV adaptation works for real-time graphics exposure by calculating luminance directly on the GPU. This enables accurate, frame-by-frame exposure control and explicit tone-map ownership without CPU readbacks.

What is the best way to apply lut3D color grading in Three.js?▼

The best way to apply lut3D color grading in Three.js is using a domain-correct TSL implementation. This approach pairs explicit tone-map output ownership with WebGPU acceleration for accurate real-time color correction.

Why do I need TSL for Three.js real-time graphics exposure control?▼

You need TSL for Three.js real-time graphics exposure control because it provides the shader language required to build specialized WebGPU paths. TSL enables accurate luminance metering and GPU-resident EV adaptation.