Skip to main content التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
يتجاوز الأمر المباشر Prompt المخصّص للمراجعة. افحص المصدر قبل تشغيله.
npx skills add https://github.com/BEKO2210/Firstbrain --skill threejs-postprocessingيبقى الأمر في سطر واحد. مرّر أفقيًا لمراجعته كاملًا قبل النسخ.
تفضّل نسخة محلية؟ نزّل الملفات المتاحة حاليًا لدى SkillsMP.
المهن ذات الصلةSOC
استنادا إلى تصنيف SOC المهني
| name | threejs-postprocessing |
| description | Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders. |
| type | skill |
| created | 2026-02-27T00:00:00.000Z |
| domain | design-creative |
| category | 3d-animation |
| risk | unknown |
| source | community |
| tags | ["skill","design-creative","3d-animation","threejs","postprocessing"] |
Three.js Post-Processing
When to Use
- You need screen-space visual effects in a Three.js render pipeline.
- The task involves
EffectComposer, bloom, depth of field, color grading, blur, or custom passes.
- You are enhancing the final rendered image rather than base scene setup alone.
Quick Start
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85,
);
composer.(bloomPass);
() {
(animate);
composer.();
}
addPass
function
animate
requestAnimationFrame
render
EffectComposer Setup
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
composer.addPass(effectPass);
effectPass.renderToScreen = true;
function onResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
}
Common Effects
Bloom (Glow)
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85,
);
composer.addPass(bloomPass);
bloomPass.strength = 2.0;
bloomPass.threshold = 0.5;
bloomPass.radius = 0.8;
Selective Bloom
Apply bloom only to specific objects.
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
const BLOOM_LAYER = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_LAYER);
glowingMesh.layers.enable(BLOOM_LAYER);
const darkMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
const materials = {};
function darkenNonBloomed(obj) {
if (obj.isMesh && !bloomLayer.test(obj.layers)) {
materials[obj.uuid] = obj.material;
obj.material = darkMaterial;
}
}
function restoreMaterial(obj) {
if (materials[obj.uuid]) {
obj.material = materials[obj.uuid];
delete materials[obj.uuid];
}
}
function render() {
scene.traverse(darkenNonBloomed);
composer.render();
scene.traverse(restoreMaterial);
renderer.render(scene, camera);
}
FXAA (Anti-Aliasing)
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.material.uniforms["resolution"].value.set(
1 / window.innerWidth,
1 / window.innerHeight,
);
composer.addPass(fxaaPass);
function onResize() {
fxaaPass.material.uniforms["resolution"].value.set(
1 / window.innerWidth,
1 / window.innerHeight,
);
}
SMAA (Better Anti-Aliasing)
import { SMAAPass } from "three/addons/postprocessing/SMAAPass.js";
const smaaPass = new SMAAPass(
window.innerWidth * renderer.getPixelRatio(),
window.innerHeight * renderer.getPixelRatio(),
);
composer.addPass(smaaPass);
SSAO (Ambient Occlusion)
import { SSAOPass } from "three/addons/postprocessing/SSAOPass.js";
const ssaoPass = new SSAOPass(
scene,
camera,
window.innerWidth,
window.innerHeight,
);
ssaoPass.kernelRadius = 16;
ssaoPass.minDistance = 0.005;
ssaoPass.maxDistance = 0.1;
composer.addPass(ssaoPass);
ssaoPass.output = SSAOPass.OUTPUT.Default;
Depth of Field (DOF)
import { BokehPass } from "three/addons/postprocessing/BokehPass.js";
const bokehPass = new BokehPass(scene, camera, {
focus: 10.0,
aperture: 0.025,
maxblur: 0.01,
});
composer.addPass(bokehPass);
bokehPass.uniforms["focus"].value = distanceToTarget;
Film Grain
import { FilmPass } from "three/addons/postprocessing/FilmPass.js";
const filmPass = new FilmPass(
0.35,
0.5,
648,
false,
);
composer.addPass(filmPass);
Vignette
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 1.0;
vignettePass.uniforms["darkness"].value = 1.0;
composer.addPass(vignettePass);
Color Correction
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { ColorCorrectionShader } from "three/addons/shaders/ColorCorrectionShader.js";
const colorPass = new ShaderPass(ColorCorrectionShader);
colorPass.uniforms["powRGB"].value = new THREE.Vector3(1.2, 1.2, 1.2);
colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0);
composer.addPass(colorPass);
Gamma Correction
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
const gammaPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaPass);
Pixelation
import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";
const pixelPass = new RenderPixelatedPass(6, scene, camera);
composer.addPass(pixelPass);
Glitch Effect
import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";
const glitchPass = new GlitchPass();
glitchPass.goWild = false;
composer.addPass(glitchPass);
Halftone
import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js";
const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, {
shape: 1,
radius: 4,
rotateR: Math.PI / 12,
rotateB: (Math.PI / 12) * 2,
rotateG: (Math.PI / 12) * 3,
scatter: 0,
blending: 1,
blendingMode: 1,
greyscale: false,
});
composer.addPass(halftonePass);
Outline
import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js";
const outlinePass = new OutlinePass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
scene,
camera,
);
outlinePass.edgeStrength = 3;
outlinePass.edgeGlow = 0;
outlinePass.edgeThickness = 1;
outlinePass.pulsePeriod = 0;
outlinePass.visibleEdgeColor.set(0xffffff);
outlinePass.hiddenEdgeColor.set(0x190a05);
outlinePass.selectedObjects = [mesh1, mesh2];
composer.addPass(outlinePass);
Custom ShaderPass
Create your own post-processing effects.
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
const CustomShader = {
uniforms: {
tDiffuse: { value: null },
time: { value: 0 },
intensity: { value: 1.0 },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float time;
uniform float intensity;
varying vec2 vUv;
void main() {
vec2 uv = vUv;
// Wave distortion
uv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;
vec4 color = texture2D(tDiffuse, uv);
gl_FragColor = color;
}
`,
};
const customPass = new ShaderPass(CustomShader);
composer.addPass(customPass);
customPass.uniforms.time.value = clock.getElapsedTime();
Invert Colors Shader
const InvertShader = {
uniforms: {
tDiffuse: { value: null },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 color = texture2D(tDiffuse, vUv);
gl_FragColor = vec4(1.0 - color.rgb, color.a);
}
`,
};
Chromatic Aberration
const ChromaticAberrationShader = {
uniforms: {
tDiffuse: { value: null },
amount: { value: 0.005 },
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform float amount;
varying vec2 vUv;
void main() {
vec2 dir = vUv - 0.5;
float dist = length(dir);
float r = texture2D(tDiffuse, vUv - dir * amount * dist).r;
float g = texture2D(tDiffuse, vUv).g;
float b = texture2D(tDiffuse, vUv + dir * amount * dist).b;
gl_FragColor = vec4(r, g, b, 1.0);
}
`,
};
Combining Multiple Effects
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.5,
0.4,
0.85,
);
composer.addPass(bloomPass);
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 0.95;
vignettePass.uniforms["darkness"].value = 1.0;
composer.addPass(vignettePass);
composer.addPass(new ShaderPass(GammaCorrectionShader));
const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.uniforms["resolution"].value.set(
1 / window.innerWidth,
1 / window.innerHeight,
);
composer.addPass(fxaaPass);
Render to Texture
const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);
const texture = renderTarget.texture;
otherMaterial.map = texture;
Multi-Pass Rendering
const bgComposer = new EffectComposer(renderer);
bgComposer.addPass(new RenderPass(bgScene, camera));
const fgComposer = new EffectComposer(renderer);
fgComposer.addPass(new RenderPass(fgScene, camera));
fgComposer.addPass(bloomPass);
function animate() {
renderer.autoClear = false;
renderer.clear();
bgComposer.render();
renderer.clearDepth();
fgComposer.render();
}
WebGPU Post-Processing (Three.js r183)
The WebGPU renderer uses a node-based PostProcessing class instead of EffectComposer. Note that EffectComposer is WebGL-only.
import * as THREE from "three";
import { pass, bloom, dof } from "three/tsl";
import { WebGPURenderer } from "three/addons/renderers/webgpu/WebGPURenderer.js";
const renderer = new WebGPURenderer({ antialias: true });
await renderer.init();
const postProcessing = new THREE.PostProcessing(renderer);
const scenePass = pass(scene, camera);
const bloomPass = bloom(scenePass, 0.5, 0.4, 0.85);
postProcessing.outputNode = bloomPass;
renderer.setAnimationLoop(() => {
postProcessing.render();
});
Key Differences from EffectComposer
| EffectComposer (WebGL) | PostProcessing (WebGPU) |
|---|
addPass(new RenderPass(...)) | pass(scene, camera) |
addPass(new UnrealBloomPass) | bloom(scenePass, ...) |
composer.render() | postProcessing.render() |
| Chain of passes | Node graph with outputNode |
| GLSL shader passes | TSL node-based effects |
Performance Tips
- Limit passes: Each pass adds a full-screen render
- Lower resolution: Use smaller render targets for blur passes
- Disable unused effects: Toggle passes on/off
- Use FXAA over MSAA: Less expensive anti-aliasing
- Profile with DevTools: Check GPU usage
bloomPass.enabled = false;
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2),
strength,
radius,
threshold,
);
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
if (!isMobile) {
composer.addPass(expensivePass);
}
Handle Resize
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
const pixelRatio = renderer.getPixelRatio();
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
if (fxaaPass) {
fxaaPass.material.uniforms["resolution"].value.set(
1 / (width * pixelRatio),
1 / (height * pixelRatio),
);
}
if (bloomPass) {
bloomPass.resolution.set(width, height);
}
}
window.addEventListener("resize", onWindowResize);
See Also
threejs-shaders - Custom shader development
threejs-textures - Render targets
threejs-fundamentals - Renderer setup
Connections
- Domain: [[Design & Kreativitaet]]
- Kategorie: [[3D & Animation]]
- Navigation: [[Skills Uebersicht]], [[Home]]