Skills DirectorySkills Directory
SkillsLearnSecurityCategoriesDocsCommunityBlog
Sign InSubmit Skill
Skills Directory

Security-tested agent skills for Claude, coding agents, and AI workflows.

Directory

  • Browse Skills
  • All Skills A–Z
  • Claude Skills
  • Claude Code Skills
  • Agent Skills
  • Categories
  • Submit a Skill

Learn

  • Learn Hub
  • Install Claude Skills
  • Write SKILL.md
  • Skills vs MCP
  • Directories Compared

Security

  • Security
  • Methodology
  • Secure Claude Skills
  • Security Badges

Company

  • About
  • Community
  • Blog
  • API Docs
  • Advertise

2026 Skills Directory. All rights reserved.

Back to skills

Threejs Postprocessing

ASecurity

Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.

2 stars
0 votes
0 copies
0 views
Added 9/19/2026
developmentjavascriptgojavanodeperformance

Security Analysis

A100/100

Scanned 9/19/2026

Install to Claude Code

$npx -y skills add ibragimov-oasis/oasis-languages-jp --skill threejs-postprocessing --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Threejs Postprocessing?

Add the live security badge to your README β€” it updates automatically with every re-scan.

Security grade badge for Threejs Postprocessing
[![Security: A β€” Skills Directory](https://www.skillsdirectory.com/api/skills/ibragimov-oasis-threejs-postprocessing/badge)](https://www.skillsdirectory.com/skills/ibragimov-oasis-threejs-postprocessing)

More formats (shields.io, HTML) on the badges page.

Download Zip
Files
SKILL.md
---
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.
risk: unknown
source: community
tags:
  - domain/skills
  - artifact/skill
  - source/skills-antigravity
---

# Three.js Post-Processing

## Quick Start

```javascript
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";

// Setup composer
const composer = new EffectComposer(renderer);

// Render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength
  0.4, // radius
  0.85, // threshold
);
composer.addPass(bloomPass);

// Animation loop - use composer instead of renderer
function animate() {
  requestAnimationFrame(animate);
  composer.render(); // NOT renderer.render()
}
```

## EffectComposer Setup

```javascript
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";

const composer = new EffectComposer(renderer);

// First pass: render scene
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);

// Add more passes...
composer.addPass(effectPass);

// Last pass should render to screen
effectPass.renderToScreen = true; // Default for last pass

// Handle resize
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)

```javascript
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";

const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  1.5, // strength - intensity of glow
  0.4, // radius - spread of glow
  0.85, // threshold - brightness threshold
);

composer.addPass(bloomPass);

// Adjust at runtime
bloomPass.strength = 2.0;
bloomPass.threshold = 0.5;
bloomPass.radius = 0.8;
```

### Selective Bloom

Apply bloom only to specific objects.

```javascript
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

// Layer setup
const BLOOM_LAYER = 1;
const bloomLayer = new THREE.Layers();
bloomLayer.set(BLOOM_LAYER);

// Mark objects to bloom
glowingMesh.layers.enable(BLOOM_LAYER);

// Dark material for non-blooming objects
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];
  }
}

// Custom render loop
function render() {
  // Render bloom pass
  scene.traverse(darkenNonBloomed);
  composer.render();
  scene.traverse(restoreMaterial);

  // Render final scene over bloom
  renderer.render(scene, camera);
}
```

### FXAA (Anti-Aliasing)

```javascript
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);

// Update on resize
function onResize() {
  fxaaPass.material.uniforms["resolution"].value.set(
    1 / window.innerWidth,
    1 / window.innerHeight,
  );
}
```

### SMAA (Better Anti-Aliasing)

```javascript
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)

```javascript
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);

// Output modes
ssaoPass.output = SSAOPass.OUTPUT.Default;
// SSAOPass.OUTPUT.Default - Final composited output
// SSAOPass.OUTPUT.SSAO - Just the AO
// SSAOPass.OUTPUT.Blur - Blurred AO
// SSAOPass.OUTPUT.Depth - Depth buffer
// SSAOPass.OUTPUT.Normal - Normal buffer
```

### Depth of Field (DOF)

```javascript
import { BokehPass } from "three/addons/postprocessing/BokehPass.js";

const bokehPass = new BokehPass(scene, camera, {
  focus: 10.0, // Focus distance
  aperture: 0.025, // Aperture (smaller = more DOF)
  maxblur: 0.01, // Max blur amount
});

composer.addPass(bokehPass);

// Update focus dynamically
bokehPass.uniforms["focus"].value = distanceToTarget;
```

### Film Grain

```javascript
import { FilmPass } from "three/addons/postprocessing/FilmPass.js";

const filmPass = new FilmPass(
  0.35, // noise intensity
  0.5, // scanline intensity
  648, // scanline count
  false, // grayscale
);

composer.addPass(filmPass);
```

### Vignette

```javascript
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; // Vignette size
vignettePass.uniforms["darkness"].value = 1.0; // Vignette intensity

composer.addPass(vignettePass);
```

### Color Correction

```javascript
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); // Power
colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0); // Multiply

composer.addPass(colorPass);
```

### Gamma Correction

```javascript
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const gammaPass = new ShaderPass(GammaCorrectionShader);
composer.addPass(gammaPass);
```

### Pixelation

```javascript
import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";

const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size

composer.addPass(pixelPass);
```

### Glitch Effect

```javascript
import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";

const glitchPass = new GlitchPass();
glitchPass.goWild = false; // Continuous glitching

composer.addPass(glitchPass);
```

### Halftone

```javascript
import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js";

const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, {
  shape: 1, // 1 = dot, 2 = ellipse, 3 = line, 4 = square
  radius: 4, // Dot size
  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

```javascript
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);

// Select objects to outline
outlinePass.selectedObjects = [mesh1, mesh2];

composer.addPass(outlinePass);
```

## Custom ShaderPass

Create your own post-processing effects.

```javascript
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";

const CustomShader = {
  uniforms: {
    tDiffuse: { value: null }, // Required: input texture
    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);

// Update in animation loop
customPass.uniforms.time.value = clock.getElapsedTime();
```

### Invert Colors Shader

```javascript
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

```javascript
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

```javascript
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);

// 1. Render scene
composer.addPass(new RenderPass(scene, camera));

// 2. Bloom
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  0.5,
  0.4,
  0.85,
);
composer.addPass(bloomPass);

// 3. Vignette
const vignettePass = new ShaderPass(VignetteShader);
vignettePass.uniforms["offset"].value = 0.95;
vignettePass.uniforms["darkness"].value = 1.0;
composer.addPass(vignettePass);

// 4. Gamma correction
composer.addPass(new ShaderPass(GammaCorrectionShader));

// 5. Anti-aliasing (always last before output)
const fxaaPass = new ShaderPass(FXAAShader);
fxaaPass.uniforms["resolution"].value.set(
  1 / window.innerWidth,
  1 / window.innerHeight,
);
composer.addPass(fxaaPass);
```

## Render to Texture

```javascript
// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null);

// Use texture
const texture = renderTarget.texture;
otherMaterial.map = texture;
```

## Multi-Pass Rendering

```javascript
// Multiple composers for different scenes/layers
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);

// Combine in render loop
function animate() {
  // Render background without clearing
  renderer.autoClear = false;
  renderer.clear();

  bgComposer.render();

  // Render foreground over it
  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**.

```javascript
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();

// Create post-processing
const postProcessing = new THREE.PostProcessing(renderer);

// Scene pass
const scenePass = pass(scene, camera);

// Add bloom
const bloomPass = bloom(scenePass, 0.5, 0.4, 0.85);

// Set output
postProcessing.outputNode = bloomPass;

// Render
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

1. **Limit passes**: Each pass adds a full-screen render
2. **Lower resolution**: Use smaller render targets for blur passes
3. **Disable unused effects**: Toggle passes on/off
4. **Use FXAA over MSAA**: Less expensive anti-aliasing
5. **Profile with DevTools**: Check GPU usage

```javascript
// Disable pass
bloomPass.enabled = false;

// Reduce bloom resolution
const bloomPass = new UnrealBloomPass(
  new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2),
  strength,
  radius,
  threshold,
);

// Only apply effects in high-performance scenarios
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
if (!isMobile) {
  composer.addPass(expensivePass);
}
```

## Handle Resize

```javascript
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);

  // Update pass-specific resolutions
  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

## πŸ”— Бвязи

- [[MOC - Skills]] β€” Skills library
- [[skills/skills-antigravity]] β€” Category: skills-antigravity

Attribution

ibragimov-oasisibragimov-oasis
View sourceMore from ibragimov-oasis β†’
SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments (0)

No comments yet. Be the first to comment!

SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Related Skills

Browser Extension Developer

Use this skill when developing or maintaining browser extension code in the `browser/` directory, including Chrome/Firefox/Edge compatibility, content scripts, background scripts, or i18n updates.

281612 votes

Seo Optimizer

SEO optimization with keyword analysis, readability assessment, technical validation, content quality. Use for search rankings, blog posts, content audits, or encountering keyword density, readability scores, meta tags, schema markup errors.

2132 votes

Google Official Seo Guide

Official Google SEO guide covering search optimization, best practices, Search Console, crawling, indexing, and improving website search visibility based on official Google documentation

1862 votes

Tanstack Start

Build a full-stack TanStack Start app on Cloudflare Workers from scratch β€” SSR, file-based routing, server functions, D1+Drizzle, better-auth, Tailwind v4+shadcn/ui. Use whenever the user mentions TanStack Start, asks to scaffold a full-stack Cloudflare app with SSR, wants an SSR dashboard, or asks for a React 19 + Cloudflare Workers app with file-based routing and server functions β€” even if they don't name TanStack Start specifically. No template repo β€” Claude generates every file fresh per ...

9881 votes

Pentest

PTES-aligned adversarial security audit for backend, frontend, and mobile applications. Produces a CVSS-scored Hacker Report with verified PoCs and phased remediation.

5491 votes
View all in development β†’