threejs-postprocessing

Configure EffectComposer pass pipelines for Three.js post-processing effects.

Updated Mar 14, 2026
One-click install
npx skills add https://github.com/mitgar14/app-embebidos --skill threejs-postprocessing-mitgar14
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/mitgar14/app-embebidos/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/mitgar14/app-embebidos --skill threejs-postprocessing-mitgar14

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js scenes often need polished visual effects without sacrificing a clean rendering pipeline. This Skill helps you add screen-space post-processing while keeping your scene, camera, and animation loop manageable.

Core Features & Use Cases

  • Composer-based rendering: Set up EffectComposer and chain passes in the correct order.
  • Common visual effects: Add bloom, FXAA, SSAO, depth of field, vignette, glitch, film grain, outline, and color correction.
  • Custom effects: Build ShaderPass-based filters, selective bloom setups, and render-to-texture workflows for advanced scene styling.
  • Use cases: Improve interactive 3D product demos, immersive web experiences, and stylized visual scenes with cinematic finishing touches.

Quick Start

Use this skill to add a bloom pass to a Three.js scene and connect the composer to your animation loop.

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 post-processing effects to a Three.js scene?▼

Selective bloom requires render-to-texture workflows and careful pass ordering within EffectComposer. By configuring per-effect uniforms and layering ShaderPass filters, you isolate glowing elements while preserving overall scene performance.

Why does my Three.js post-processing break on window resize?▼

Post-processing breaks on resize because render targets and EffectComposer dimensions are not updated. Correct pass ordering, resize handling, and render-target management are required to preserve visual fidelity across viewport changes.

Can I build custom ShaderPass workflows for WebGL visual effects?▼

Yes, you can build custom ShaderPass-based filters for advanced scene styling. This involves configuring per-effect uniforms and integrating custom shaders into the pass-based render pipeline alongside existing effects like glitch or vignette.

What is the correct pass ordering for Three.js EffectComposer?▼

Correct pass ordering in EffectComposer ensures effects like depth of field, anti-aliasing, and color grading apply sequentially without visual conflicts. Proper ordering manages render-target outputs and maintains performance across chained passes.

Does post-processing in Three.js affect rendering performance?▼

Post-processing impacts performance due to additional render targets and pass executions. Managing per-effect uniforms, optimizing render-target resolution, and using efficient pass chaining are necessary to preserve visual fidelity without sacrificing WebGL rendering speed.