| 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. |
Three.js Post-Processing
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.addPass(bloomPass);
function animate() {
requestAnimationFrame(animate);
composer.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);
Further reference
See references/postprocessing-reference.md for custom ShaderPass, combining effects, render to texture, multi-pass rendering, WebGPU post-processing, performance tips, handle resize, and see also.