threejs-postprocessing

Configure Three.js post-processing pipelines with EffectComposer and common passes.

1|Updated Mar 23, 2026
One-click install
npx skills add https://github.com/sbalagan22/bloomr --skill threejs-postprocessing-sbalagan22
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: threejs-postprocessing
Source: https://github.com/sbalagan22/bloomr/tree/main/.claude/skills/threejs-postprocessing
Command: npx skills add https://github.com/sbalagan22/bloomr --skill threejs-postprocessing-sbalagan22

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Three.js post-processing makes it easier to apply screen-space effects, but composing a robust, reusable pipeline with bloom, depth of field, color grading, and other passes can be challenging without a clear guide.

Core Features & Use Cases

  • EffectComposer integration: chain passes like RenderPass, UnrealBloomPass, DOF, and color-correction passes to create cohesive visuals.
  • Standard passes for variety: Bloom, DOF, Vignette, Color Correction, Gamma Correction, and FXAA for flexible look tuning.
  • Use Case: Rapidly prototype cinematic effects for interactive 3D experiences, games, or web apps without writing custom shaders from scratch.

Quick Start

Configure a basic post-processing pipeline with EffectComposer, a RenderPass, and an UnrealBloomPass, then render the scene.

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 depth of field post-processing to a Three.js scene?▼

To add bloom and depth of field post-processing in Three.js, you configure an EffectComposer to chain a RenderPass with UnrealBloomPass and DOF passes, creating cohesive cinematic visuals without writing custom shaders.

What is the best way to chain multiple render passes in Three.js?▼

The best way to chain multiple render passes in Three.js is using EffectComposer to sequence RenderPass, UnrealBloomPass, and color correction passes, enabling flexible visual look tuning across a multi-pass pipeline.

Can I apply color grading and FXAA in Three.js without writing custom shaders?▼

Yes, you can apply color grading and FXAA in Three.js without writing custom shaders by utilizing standard post-processing passes like color correction, gamma correction, and FXAA within an EffectComposer pipeline.

How do I tune and update post-processing passes at runtime in Three.js?▼

You can tune and update post-processing passes at runtime in Three.js by adjusting the parameters of active passes like UnrealBloomPass during rendering, allowing dynamic adaptation of visual effects as the scene changes.

Do I need to know WebGL shaders to use Three.js post-processing passes?▼

You do not need to know WebGL shaders to use standard Three.js post-processing passes, as built-in solutions for bloom, vignette, and color correction handle the screen-space effects internally, though familiarity with pass setup is required.

Why does my Three.js post-processing pipeline require an EffectComposer?▼

A Three.js post-processing pipeline requires an EffectComposer because it manages the render targets and sequences the multi-pass rendering, allowing outputs from one pass to feed into the next for layered visual effects.