
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules; contrasts with core PostProcessing class used in node/WebGPU stacks (see threejs-node-tsl and threejs-renderers). Use when building composer chains—not for basic renderer tone mapping alone (threejs-renderers).
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-postprocessing- 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 threejs-postprocessing 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.
When to use this skill
ALWAYS use this skill when the user mentions:
EffectComposer,RenderPass, stacking passes, resize of composer- Bloom, SSAO, SSR, DOF, outline, glitch, film grain, TAA—addon pass names
ShaderPasswith shader modules from Addons Shaders group
IMPORTANT: postprocessing vs renderers vs node-tsl
| Pipeline | Skill |
|---|---|
| Classic composer + passes | threejs-postprocessing |
| Renderer output color/tone only | threejs-renderers |
| Node/TSL post nodes | threejs-node-tsl |
Trigger phrases include:
- "EffectComposer", "RenderPass", "UnrealBloomPass", "SSAOPass", "后期"
- "泛光", "环境光遮蔽", "描边"
How to use this skill
- Chain:
RenderPass→ effect passes → output; ensure size matches renderer and DPR changes. - Resize: call
composer.setSizealongside renderer resize workflows. - Half-float: many passes expect appropriate render target types—cite docs for your version.
- Performance: each pass has cost—profile with
renderer.infosparingly. - Shader modules: link Addons Shaders list instead of inlining huge GLSL in SKILL.
- Output: final pass should align color management with renderer (threejs-renderers).
- Contrast: mention core
PostProcessingclass separately to avoid name collision confusion.
See examples/workflow-composer-bloom.md.
Doc map (official)
| Docs section | Representative links |
|---|---|
| Postprocessing | https://threejs.org/docs/EffectComposer.html |
| Postprocessing | https://threejs.org/docs/RenderPass.html |
| Postprocessing | https://threejs.org/docs/UnrealBloomPass.html |
| Shaders (addon modules) | https://threejs.org/docs/module-CopyShader.html |
Scope
- In scope: Addon postprocessing passes and composer wiring; pointers to shader modules.
- Out of scope: Custom full-screen pipeline design outside three docs; engine-level frame graphs.
Common pitfalls and best practices
- Forgetting composer resize produces smeared or low-res effects.
- Pass order matters—bloom often after main scene pass, outline may need masks.
- Some passes need depth—ensure depth buffer availability per pass docs.
Documentation and version
Addon passes live under Postprocessing and Shaders modules in three.js docs. Pass constructors and required buffers change across versions—link the specific pass page (e.g. UnrealBloomPass) rather than guessing uniform names.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
EffectComposer,RenderPass, or the named pass (SSAOPass, …). - Contrast addon composer stack with core
PostProcessing+ threejs-node-tsl when users mix terms. - Require
setSizeon composer when threejs-renderers resizes. - Point to Shaders group for raw shader modules used by
ShaderPass. - Warn about VR frame-time when stacking heavy passes (threejs-webxr).
References
- https://threejs.org/docs/#Postprocessing
- https://threejs.org/docs/EffectComposer.html
- https://threejs.org/docs/RenderPass.html
Keywords
English: effectcomposer, renderpass, bloom, ssao, ssr, outline, postprocessing, three.js
中文: 后期、EffectComposer、泛光、SSAO、SSR、屏幕空间、three.js
FAQ
What does the threejs-postprocessing skill do?
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules; contrasts with core PostProcessing class used in node/WebGPU stacks (see threejs-node-tsl and threejs-renderers). Use when building composer chains—not for basic renderer tone mapping alone (threejs-renderers).
How do I install threejs-postprocessing?
Run npx skills add https://github.com/full-stack-skills/threejs-skills --skill threejs-postprocessing 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/threejs-postprocessing/ (personal) or .claude/skills/threejs-postprocessing/ (project).
Which AI agents can use threejs-postprocessing?
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 threejs-postprocessing 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 threejs-postprocessing?
It is published by full-stack-skills in full-stack-skills/threejs-skills. It has 404 recorded installs.
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