Full-stack-skills 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. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).

install
source · Clone the upstream repo
git clone https://github.com/partme-ai/full-stack-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/partme-ai/full-stack-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-skills/threejs-postprocessing" ~/.claude/skills/partme-ai-full-stack-skills-threejs-postprocessing && rm -rf "$T"
manifest: skills/threejs-skills/threejs-postprocessing/SKILL.md
source content

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
  • ShaderPass
    with shader modules from Addons Shaders group

IMPORTANT: postprocessing vs renderers vs node-tsl

PipelineSkill
Classic composer + passesthreejs-postprocessing
Renderer output color/tone onlythreejs-renderers
Node/TSL post nodesthreejs-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

  1. Chain
    RenderPass
    → effect passes → output; ensure size matches renderer and DPR changes.
  2. Resize — call
    composer.setSize
    alongside renderer resize workflows.
  3. Half-float — many passes expect appropriate render target types; cite docs for your version.
  4. Performance — each pass has cost; profile with
    renderer.info
    to check draw calls and triangles.
  5. Validate output — render a simple test scene through the composer first to verify passes work before adding complexity.
  6. Shader modules — link Addons Shaders list instead of inlining huge GLSL in SKILL.
  7. Output — final pass should align color management with renderer (threejs-renderers).
  8. Contrast — mention core
    PostProcessing
    class separately to avoid name collision confusion.

Example: EffectComposer with bloom and debugging

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);
composer.addPass(new RenderPass(scene, camera));

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

// Resize handler — must match renderer size
window.addEventListener('resize', () => {
  renderer.setSize(window.innerWidth, window.innerHeight);
  composer.setSize(window.innerWidth, window.innerHeight);
});

// Render loop: use composer.render() instead of renderer.render()
function animate() {
  composer.render();
}
renderer.setAnimationLoop(animate);

See examples/workflow-composer-bloom.md.

Doc map (official)

Docs sectionRepresentative links
Postprocessinghttps://threejs.org/docs/EffectComposer.html
Postprocessinghttps://threejs.org/docs/RenderPass.html
Postprocessinghttps://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:

  1. Link
    EffectComposer
    ,
    RenderPass
    , or the named pass (
    SSAOPass
    , …).
  2. Contrast addon composer stack with core
    PostProcessing
    + threejs-node-tsl when users mix terms.
  3. Require
    setSize
    on composer when threejs-renderers resizes.
  4. Point to Shaders group for raw shader modules used by
    ShaderPass
    .
  5. Warn about VR frame-time when stacking heavy passes (threejs-webxr).

References

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