
postfx-composer
EffectComposer setup and architecture for Three.js post-processing pipelines. Use when setting up multi-pass rendering, combining effects, creating custom passes, managing render targets, or building reusable effect stacks. Foundation skill for all post-processing work.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill postfx-composer- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads postfx-composer automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Post-Processing Composer
EffectComposer architecture, render pipelines, and custom pass creation.
Quick Start
npm install @react-three/postprocessing postprocessing three
import { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing';
function App() {
return (
<Canvas>
<Scene />
<EffectComposer>
<Bloom intensity={1} />
<Vignette darkness={0.5} />
</EffectComposer>
</Canvas>
);
}
Core Concepts
Render Pipeline Flow
Scene Render → EffectComposer → Effect 1 → Effect 2 → ... → Screen
↓
[Render Target A] → [Render Target B] → [Screen]
EffectComposer Configuration
import { EffectComposer } from '@react-three/postprocessing';
import { HalfFloatType } from 'three';
function PostProcessing() {
return (
<EffectComposer
enabled={true}
depthBuffer={true}
stencilBuffer={false}
multisampling={8}
frameBufferType={HalfFloatType}
>
{/* Effects processed in order */}
</EffectComposer>
);
}
Effect Ordering
Recommended Order
<EffectComposer>
{/* 1. Scene modification (needs scene data) */}
<SSAO />
<DepthOfField />
{/* 2. Lighting/color effects */}
<Bloom />
<ToneMapping />
{/* 3. Color grading */}
<HueSaturation />
<BrightnessContrast />
<LUT />
{/* 4. Screen-space effects */}
<ChromaticAberration />
<Vignette />
{/* 5. Noise/grain (always last) */}
<Noise />
</EffectComposer>
Why Order Matters
// WRONG: Bloom after color grading reduces glow
<EffectComposer>
<HueSaturation saturation={-0.5} />
<Bloom intensity={2} />
</EffectComposer>
// CORRECT: Bloom before color grading
<EffectComposer>
<Bloom intensity={2} />
<HueSaturation saturation={-0.5} />
</EffectComposer>
Conditional Effects
Toggle Effects at Runtime
function DynamicEffects({ enableBloom, enableDOF }) {
return (
<EffectComposer>
{enableBloom && <Bloom luminanceThreshold={0.2} intensity={1.5} />}
{enableDOF && <DepthOfField focusDistance={0.02} focalLength={0.05} />}
<Vignette darkness={0.4} />
</EffectComposer>
);
}
Effect Presets
const PRESETS = {
cinematic: {
bloom: { intensity: 0.8, threshold: 0.3 },
vignette: { darkness: 0.5, offset: 0.3 },
grain: { opacity: 0.03 }
},
scifi: {
bloom: { intensity: 2.0, threshold: 0.1 },
chromatic: { offset: [0.003, 0.003] },
vignette: { darkness: 0.6, offset: 0.2 }
},
minimal: { vignette: { darkness: 0.3, offset: 0.4 } }
};
function PresetEffects({ preset = 'cinematic' }) {
const config = PRESETS[preset];
return (
<EffectComposer>
{config.bloom && <Bloom {...config.bloom} />}
{config.chromatic && <ChromaticAberration offset={config.chromatic.offset} />}
{config.vignette && <Vignette {...config.vignette} />}
{config.grain && <Noise {...config.grain} />}
</EffectComposer>
);
}
Custom Effects
Basic Custom Effect
import { Effect } from 'postprocessing';
import { Uniform } from 'three';
import { forwardRef, useMemo } from 'react';
class ColorShiftEffect extends Effect {
constructor({ shift = 0.0 }) {
super('ColorShiftEffect', /* glsl */`
uniform float shift;
void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
vec3 color = inputColor.rgb;
float hueShift = shift * uv.x;
color.r = color.r * cos(hueShift) - color.g * sin(hueShift);
color.g = color.r * sin(hueShift) + color.g * cos(hueShift);
outputColor = vec4(color, inputColor.a);
}
`, {
uniforms: new Map([['shift', new Uniform(shift)]])
});
}
set shift(value) {
this.uniforms.get('shift').value = value;
}
}
const ColorShift = forwardRef(({ shift = 0 }, ref) => {
const effect = useMemo(() => new ColorShiftEffect({ shift }), []);
useEffect(() => { effect.shift = shift; }, [shift, effect]);
return <primitive ref={ref} object={effect} />;
});
Custom Effect with Time
class PulseEffect extends Effect {
constructor() {
super('PulseEffect', /* glsl */`
uniform float uTime;
uniform float uIntensity;
void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
float vignette = 1.0 - length(uv - 0.5) * pulse * uIntensity;
outputColor = vec4(inputColor.rgb * vignette, inputColor.a);
}
`, {
uniforms: new Map([
['uTime', new Uniform(0)],
['uIntensity', new Uniform(0.5)]
])
});
}
update(renderer, inputBuffer, deltaTime) {
this.uniforms.get('uTime').value += deltaTime;
}
}
Render Targets
Manual Render Target Management
import { useFBO } from '@react-three/drei';
function CustomRenderPipeline() {
const { gl, scene, camera } = useThree();
const targetA = useFBO({ width: 1024, height: 1024 });
useFrame(() => {
gl.setRenderTarget(targetA);
gl.render(scene, camera);
gl.setRenderTarget(null);
gl.render(scene, camera);
});
return null;
}
Performance Patterns
Resolution Scaling
function ScaledEffects() {
const { size } = useThree();
const scale = 0.5;
return (
<EffectComposer frameBufferType={HalfFloatType} multisampling={0}>
<Bloom intensity={1.5} width={size.width * scale} height={size.height * scale} />
</EffectComposer>
);
}
Adaptive Quality
import { useDetectGPU } from '@react-three/drei';
function AdaptiveQuality() {
const { tier } = useDetectGPU();
const quality = useMemo(() => {
if (tier >= 3) return { multisampling: 8, bloomLevels: 8 };
if (tier >= 2) return { multisampling: 4, bloomLevels: 5 };
return { multisampling: 0, bloomLevels: 3 };
}, [tier]);
return (
<EffectComposer multisampling={quality.multisampling}>
<Bloom levels={quality.bloomLevels} />
</EffectComposer>
);
}
Temporal Collapse Setup
import { EffectComposer, Bloom, ChromaticAberration, Vignette, Noise, ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode, BlendFunction } from 'postprocessing';
import { HalfFloatType } from 'three';
function TemporalCollapseComposer({ children }) {
return (
<EffectComposer multisampling={4} frameBufferType={HalfFloatType}>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<Bloom luminanceThreshold={0.15} luminanceSmoothing={0.9} intensity={2.0} radius={0.85} mipmapBlur />
<ChromaticAberration offset={[0.002, 0.001]} radialModulation modulationOffset={0.3} />
<Vignette darkness={0.6} offset={0.25} />
<Noise opacity={0.025} blendFunction={BlendFunction.OVERLAY} />
{children}
</EffectComposer>
);
}
Reference
- See
postfx-bloomfor bloom-specific techniques - See
postfx-effectsfor individual effect configurations - See
shaders-glslfor writing custom effect shaders
FAQ
What does the postfx-composer skill do?
EffectComposer setup and architecture for Three.js post-processing pipelines. Use when setting up multi-pass rendering, combining effects, creating custom passes, managing render targets, or building reusable effect stacks. Foundation skill for all post-processing work.
How do I install postfx-composer?
Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill postfx-composer in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/postfx-composer/ (personal) or .claude/skills/postfx-composer/ (project).
Which AI agents can use postfx-composer?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is postfx-composer safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains postfx-composer?
It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 62 recorded installs.
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