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threejs-postprocessing

Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules; contrasts with core PostProcessing class used in node/WebGPU stacks (see threejs-node-tsl and threejs-renderers). Use when building composer chains—not for basic renderer tone mapping alone (threejs-renderers).

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SKILL.md
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name
threejs-postprocessing
license
Apache-2.0
description
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules; contrasts with core PostProcessing class used in node/WebGPU stacks (see threejs-node-tsl and threejs-renderers). Use when building composer chains—not for basic renderer tone mapping alone (threejs-renderers).
## When to use this skill **ALWAYS use this skill when the user mentions:** - `EffectComposer`, `RenderPass`, stacking passes, resize of composer - Bloom, SSAO, SSR, DOF, outline, glitch, film grain, TAA—**addon** pass names - `ShaderPass` with shader modules from Addons **Shaders** group **IMPORTANT: postprocessing vs renderers vs node-tsl** | Pipeline | Skill | |----------|--------| | Classic composer + passes | **threejs-postprocessing** | | Renderer output color/tone only | **threejs-renderers** | | Node/TSL post nodes | **threejs-node-tsl** | **Trigger phrases include:** - "EffectComposer", "RenderPass", "UnrealBloomPass", "SSAOPass", "后期" - "泛光", "环境光遮蔽", "描边" ## How to use this skill 1. **Chain**: `RenderPass` → effect passes → output; ensure size matches renderer and DPR changes. 2. **Resize**: call `composer.setSize` alongside renderer resize workflows. 3. **Half-float**: many passes expect appropriate render target types—cite docs for your version. 4. **Performance**: each pass has cost—profile with `renderer.info` sparingly. 5. **Shader modules**: link Addons **Shaders** list instead of inlining huge GLSL in SKILL. 6. **Output**: final pass should align color management with renderer (**threejs-renderers**). 7. **Contrast**: mention core `PostProcessing` class separately to avoid name collision confusion. See [examples/workflow-composer-bloom.md](examples/workflow-composer-bloom.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Postprocessing | https://threejs.org/docs/EffectComposer.html | | Postprocessing | https://threejs.org/docs/RenderPass.html | | Postprocessing | https://threejs.org/docs/UnrealBloomPass.html | | Shaders (addon modules) | https://threejs.org/docs/module-CopyShader.html | ## Scope - **In scope:** Addon postprocessing passes and composer wiring; pointers to shader modules. - **Out of scope:** Custom full-screen pipeline design outside three docs; engine-level frame graphs. ## Common pitfalls and best practices - Forgetting composer resize produces smeared or low-res effects. - Pass order matters—bloom often after main scene pass, outline may need masks. - Some passes need depth—ensure depth buffer availability per pass docs. ## Documentation and version Addon passes live under [Postprocessing](https://threejs.org/docs/#Postprocessing) and **Shaders** modules in [three.js docs](https://threejs.org/docs/). Pass constructors and required buffers change across versions—link the specific pass page (e.g. `UnrealBloomPass`) rather than guessing uniform names. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link `EffectComposer`, `RenderPass`, or the named pass (`SSAOPass`, …). 2. Contrast **addon** composer stack with core `PostProcessing` + **threejs-node-tsl** when users mix terms. 3. Require `setSize` on composer when **threejs-renderers** resizes. 4. Point to **Shaders** group for raw shader modules used by `ShaderPass`. 5. Warn about VR frame-time when stacking heavy passes (**threejs-webxr**). ## References - https://threejs.org/docs/#Postprocessing - https://threejs.org/docs/EffectComposer.html - https://threejs.org/docs/RenderPass.html ## Keywords **English:** effectcomposer, renderpass, bloom, ssao, ssr, outline, postprocessing, three.js **中文:** 后期、EffectComposer、泛光、SSAO、SSR、屏幕空间、three.js
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