What problem does it solve? Adding visual polish like glow, depth of field, color grading, and anti-aliasing 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: Correct pass ordering, resize handling, and render loop integration using composer.render() instead of renderer.render(). - Built-in Effects: Ready-to-use snippets for UnrealBloomPass, selective bloom, FXAA/SMAA, SSAO, BokehPass depth of field, film grain, vignette, glitch, halftone, outline, and pixelation. - Custom ShaderPass: Templates for writing custom screen-space GLSL effects such as wave distortion, invert colors, and chromatic aberration. - Use Case: You want glowing emissive objects in a 3D product configurator. Use the selective bloom pattern with layers to make only specific meshes glow while keeping the rest of the scene unaffected. ## Quick Start Add a bloom effect to my Three.js scene using EffectComposer and UnrealBloomPass with proper resize handling.