| name | threejs-postprocessing |
| description | Build and optimize Three.js post-processing with EffectComposer, RenderPass, bloom, anti-aliasing, SSAO, depth of field, outlines, color correction, custom ShaderPasses, render targets, resize handling, and frame-budget controls. Use when adding or fixing screen-space effects, composer pass order, render target sizing, or visual-effect cost. Triggers on: Three.js postprocessing, EffectComposer, RenderPass, UnrealBloomPass, FXAA, SMAA, SSAO, depth of field, bloom, ShaderPass, render target, screen-space effect.
|
| allowed-tools | Bash Read Write Edit Glob Grep |
| license | MIT |
| metadata | {"tags":"three.js, postprocessing, effectcomposer, bloom, antialiasing, render-target, webgl","version":"1.0","source":"https://github.com/CloudAI-X/threejs-skills/tree/main/skills/threejs-postprocessing"} |
Three.js Post-Processing
Use this skill for an intentional screen-space pipeline. Route scene/camera setup to
threejs-fundamentals, mesh/material shader work to threejs-shaders, and texture/render
target semantics to threejs-textures.
When to use this skill
- Add bloom, anti-aliasing, ambient occlusion, depth of field, outlines, or color grading
- Configure
EffectComposer and resolve pass ordering or double-rendering bugs
- Write a custom full-screen
ShaderPass or manage offscreen render targets
- Fix blur, incorrect resolution, missing effects, overly expensive passes, or teardown leaks
Instructions
Step 1: Establish the baseline renderer first
- Make the unprocessed
renderer.render(scene, camera) view correct before adding passes.
- Decide whether the effect is a material/scene concern or genuinely screen-space. Do not
use a full-screen pass to compensate for a wrong light, texture color space, or material.
- Keep composer ownership with the canvas/render-loop owner; use either renderer render
or composer render per frame, not both for the same final output.
Step 2: Build a minimal ordered composer
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);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(new UnrealBloomPass(new THREE.Vector2(width, height), 0.6, 0.4, 0.85));
function render() {
composer.render();
requestAnimationFrame(render);
}
render();
Pass order is behavior. Document why each pass precedes/follows the next, especially when
mixing depth-dependent, selection, antialiasing, or color-correction passes.
Step 3: Handle resolution and color deliberately
function resize(width, height) {
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height, false);
composer.setSize(width, height);
}
Match composer resolution to the renderer's configured drawing-buffer strategy. Effects
that sample pixel offsets or depth must receive current size uniforms. Avoid applying
legacy gamma/color correction passes without checking the renderer's current color-output
configuration.
Step 4: Treat each pass as a budgeted feature
| Need | First choice |
|---|
| Normal scene output | RenderPass only |
| Bright emissive glow | Bloom after measuring at target resolution |
| Alias smoothing | Built-in MSAA where available, then an appropriate AA pass |
| Object outline | Outline pass or focused custom pass |
| Custom screen-space math | ShaderPass with explicit uniforms |
| Strong DOF/SSAO/glitch | Optional quality tier with fallback/off switch |
Use lower-resolution buffers, quality tiers, or selective effects only after validating the
visual contract. Do not stack passes as a substitute for art direction.
Step 5: Verify effects and cleanup
- Test resize, pixel ratio, dynamic camera movement, and route changes/unmounts.
- Test low- and high-quality settings on target hardware and record frame-time impact.
- Check pass order with each effect toggled independently.
- Dispose composer-owned render targets/passes according to the installed API and feature
lifecycle; do not leave offscreen GPU buffers after the scene is gone.
Examples
Selective bloom
Keep selection/layer rendering explicit and verify the normal scene does not become darker
or duplicate objects. Selective bloom is a multi-render pipeline, not a bloom threshold
flag alone.
Custom vignette
Use a ShaderPass only after confirming a CSS/canvas overlay cannot meet the requirement.
Declare time, resolution, and texture uniforms explicitly and update them through one owner.
Best practices
- Start from the plain render path and add one pass at a time.
- Keep composer and renderer dimensions in sync on every resize.
- Treat pass order and color pipeline as part of the feature contract.
- Gate expensive effects behind device-appropriate quality controls.
- Measure GPU frame time before shipping a visual stack.
References