| name | threejs-image-pipeline |
| description | Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics. |
Image Pipeline
Use this skill only when composing several image-space systems or defining shared buffers. For one effect, load its atomic skill instead.
Load:
$threejs-screen-space-ambient-occlusion for GTAO, bent normals, denoising, or AO application;
$threejs-bloom for HDR extraction and bloom;
$threejs-exposure-color-grading for metering, adaptation, tone mapping, LUTs, and output conversion.
The pipeline must expose its signals and ordering. Do not install a pile of effects and tune the final frame blindly.
Signal order
scene HDR color + depth + normals + albedo where required
→ lighting-related screen effects
→ atmosphere/transparency composition
→ bloom
→ exposure
→ tone mapping
→ grading
→ lens/presentation effects
→ output conversion
Read references/production-image-pipeline.md
for four production pass graphs, their buffer/resolution contracts, and the
ownership boundaries between whole-scene and effect-local graphs.
Rules
- Tone-map once.
- Keep HDR bloom before tone mapping.
- Meter exposure from a small luminance target, not the final 8-bit screen.
- Separate direct and indirect light before applying bent-normal ambient tint when possible.
- Upsample low-resolution effects with depth/normal-aware weights.
- Build pass toggles and effect-only views before tuning.
- UI rendered in the same target needs an explicit protection strategy.
- Do not load all atomic post skills by default. Route only the effects actually requested.
Routing boundary
Use this skill when multiple image-space systems must share buffers, ordering,
or output ownership. For one isolated effect, use its atomic skill without
loading this coordinator.