threejs-postprocessing

Implements Three.js post-processing effects using EffectComposer, bloom, DOF, and custom screen-space shaders.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/ayofemiade/cleva --skill threejs-postprocessing-ayofemiade
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/ayofemiade/cleva/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/ayofemiade/cleva --skill threejs-postprocessing-ayofemiade

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires three.

What problem does it solve? Adding visual effects like glow, blur, depth of field, and color grading to a Three.js scene requires correctly wiring EffectComposer passes, which is error-prone and poorly documented across many scattered examples. ## Core Features & Use Cases - EffectComposer Setup: Configure render passes, handle window resize, and chain multiple effects in the correct order. - Built-in Effects: Ready-to-use code for bloom, selective bloom, FXAA/SMAA anti-aliasing, SSAO, depth of field, film grain, vignette, glitch, halftone, outline, and pixelation. - Custom ShaderPass: Templates for writing custom screen-space GLSL shaders such as wave distortion, color inversion, and chromatic aberration. - Use Case: When building a 3D product configurator, add UnrealBloomPass to make emissive materials glow, apply a vignette for cinematic framing, and finish with FXAA for smooth edges. ## Quick Start Add a bloom glow effect to my Three.js scene using EffectComposer and UnrealBloomPass.

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 effect in Three.js?▼

Add bloom using UnrealBloomPass with EffectComposer. Create the composer, add a RenderPass first, then add UnrealBloomPass with strength, radius, and threshold parameters. Call composer.render() instead of renderer.render() in your animation loop.

How to apply bloom to only specific objects in Three.js?▼

Use selective bloom by assigning glowing objects to a dedicated layer, then darken non-blooming meshes with a black material before rendering the bloom pass. Restore original materials afterward and render the final scene over the bloom output.

FXAA vs SMAA in Three.js post-processing, which should I use?▼

FXAA is less expensive and works as a simple ShaderPass with a resolution uniform, making it suitable for most cases. SMAA produces higher quality edge smoothing but costs more performance and requires pixel-ratio-scaled dimensions.

Why is my Three.js post-processing not rendering after adding EffectComposer?▼

The most common cause is still calling renderer.render() instead of composer.render() in the animation loop. Also verify the RenderPass is added first and that composer.setSize() is called on window resize.

How do I write a custom shader pass in Three.js?▼

Define a shader object with a tDiffuse uniform, vertex shader, and fragment shader, then pass it to ShaderPass and add it to the composer. Update custom uniforms like time in the animation loop for animated effects.

Does Three.js post-processing hurt performance on mobile?▼

Each pass adds a full-screen render, so multiple effects can strain mobile GPUs. Reduce render target resolution for blur passes, disable unused passes via the enabled flag, and conditionally skip expensive effects on mobile devices.