- Created skills/ directory - Moved 272 skills to skills/ subfolder - Kept agents/ at root level - Kept installation scripts and docs at root level Repository structure: - skills/ - All 272 skills from skills.sh - agents/ - Agent definitions - *.sh, *.ps1 - Installation scripts - README.md, etc. - Documentation Co-Authored-By: Claude <noreply@anthropic.com>
603 lines
14 KiB
Markdown
603 lines
14 KiB
Markdown
---
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name: threejs-postprocessing
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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.
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---
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# Three.js Post-Processing
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## Quick Start
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```javascript
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import * as THREE from "three";
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import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
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import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
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// Setup composer
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const composer = new EffectComposer(renderer);
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// Render scene
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const renderPass = new RenderPass(scene, camera);
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composer.addPass(renderPass);
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// Add bloom
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const bloomPass = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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1.5, // strength
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0.4, // radius
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0.85, // threshold
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);
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composer.addPass(bloomPass);
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// Animation loop - use composer instead of renderer
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function animate() {
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requestAnimationFrame(animate);
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composer.render(); // NOT renderer.render()
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}
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```
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## EffectComposer Setup
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```javascript
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import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
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const composer = new EffectComposer(renderer);
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// First pass: render scene
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const renderPass = new RenderPass(scene, camera);
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composer.addPass(renderPass);
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// Add more passes...
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composer.addPass(effectPass);
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// Last pass should render to screen
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effectPass.renderToScreen = true; // Default for last pass
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// Handle resize
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function onResize() {
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const width = window.innerWidth;
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const height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setSize(width, height);
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composer.setSize(width, height);
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}
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```
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## Common Effects
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### Bloom (Glow)
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```javascript
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import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
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const bloomPass = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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1.5, // strength - intensity of glow
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0.4, // radius - spread of glow
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0.85, // threshold - brightness threshold
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);
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composer.addPass(bloomPass);
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// Adjust at runtime
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bloomPass.strength = 2.0;
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bloomPass.threshold = 0.5;
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bloomPass.radius = 0.8;
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```
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### Selective Bloom
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Apply bloom only to specific objects.
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```javascript
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import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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// Layer setup
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const BLOOM_LAYER = 1;
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const bloomLayer = new THREE.Layers();
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bloomLayer.set(BLOOM_LAYER);
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// Mark objects to bloom
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glowingMesh.layers.enable(BLOOM_LAYER);
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// Dark material for non-blooming objects
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const darkMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
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const materials = {};
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function darkenNonBloomed(obj) {
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if (obj.isMesh && !bloomLayer.test(obj.layers)) {
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materials[obj.uuid] = obj.material;
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obj.material = darkMaterial;
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}
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}
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function restoreMaterial(obj) {
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if (materials[obj.uuid]) {
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obj.material = materials[obj.uuid];
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delete materials[obj.uuid];
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}
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}
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// Custom render loop
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function render() {
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// Render bloom pass
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scene.traverse(darkenNonBloomed);
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composer.render();
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scene.traverse(restoreMaterial);
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// Render final scene over bloom
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renderer.render(scene, camera);
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}
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```
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### FXAA (Anti-Aliasing)
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```javascript
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
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const fxaaPass = new ShaderPass(FXAAShader);
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fxaaPass.material.uniforms["resolution"].value.set(
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1 / window.innerWidth,
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1 / window.innerHeight,
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);
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composer.addPass(fxaaPass);
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// Update on resize
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function onResize() {
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fxaaPass.material.uniforms["resolution"].value.set(
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1 / window.innerWidth,
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1 / window.innerHeight,
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);
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}
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```
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### SMAA (Better Anti-Aliasing)
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```javascript
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import { SMAAPass } from "three/addons/postprocessing/SMAAPass.js";
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const smaaPass = new SMAAPass(
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window.innerWidth * renderer.getPixelRatio(),
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window.innerHeight * renderer.getPixelRatio(),
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);
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composer.addPass(smaaPass);
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```
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### SSAO (Ambient Occlusion)
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```javascript
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import { SSAOPass } from "three/addons/postprocessing/SSAOPass.js";
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const ssaoPass = new SSAOPass(
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scene,
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camera,
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window.innerWidth,
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window.innerHeight,
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);
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ssaoPass.kernelRadius = 16;
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ssaoPass.minDistance = 0.005;
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ssaoPass.maxDistance = 0.1;
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composer.addPass(ssaoPass);
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// Output modes
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ssaoPass.output = SSAOPass.OUTPUT.Default;
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// SSAOPass.OUTPUT.Default - Final composited output
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// SSAOPass.OUTPUT.SSAO - Just the AO
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// SSAOPass.OUTPUT.Blur - Blurred AO
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// SSAOPass.OUTPUT.Depth - Depth buffer
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// SSAOPass.OUTPUT.Normal - Normal buffer
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```
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### Depth of Field (DOF)
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```javascript
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import { BokehPass } from "three/addons/postprocessing/BokehPass.js";
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const bokehPass = new BokehPass(scene, camera, {
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focus: 10.0, // Focus distance
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aperture: 0.025, // Aperture (smaller = more DOF)
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maxblur: 0.01, // Max blur amount
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});
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composer.addPass(bokehPass);
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// Update focus dynamically
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bokehPass.uniforms["focus"].value = distanceToTarget;
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```
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### Film Grain
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```javascript
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import { FilmPass } from "three/addons/postprocessing/FilmPass.js";
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const filmPass = new FilmPass(
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0.35, // noise intensity
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0.5, // scanline intensity
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648, // scanline count
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false, // grayscale
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);
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composer.addPass(filmPass);
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```
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### Vignette
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```javascript
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
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const vignettePass = new ShaderPass(VignetteShader);
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vignettePass.uniforms["offset"].value = 1.0; // Vignette size
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vignettePass.uniforms["darkness"].value = 1.0; // Vignette intensity
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composer.addPass(vignettePass);
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```
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### Color Correction
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```javascript
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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import { ColorCorrectionShader } from "three/addons/shaders/ColorCorrectionShader.js";
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const colorPass = new ShaderPass(ColorCorrectionShader);
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colorPass.uniforms["powRGB"].value = new THREE.Vector3(1.2, 1.2, 1.2); // Power
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colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0); // Multiply
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composer.addPass(colorPass);
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```
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### Gamma Correction
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```javascript
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import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
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const gammaPass = new ShaderPass(GammaCorrectionShader);
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composer.addPass(gammaPass);
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```
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### Pixelation
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```javascript
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import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";
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const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size
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composer.addPass(pixelPass);
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```
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### Glitch Effect
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```javascript
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import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";
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const glitchPass = new GlitchPass();
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glitchPass.goWild = false; // Continuous glitching
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composer.addPass(glitchPass);
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```
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### Halftone
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```javascript
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import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js";
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const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, {
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shape: 1, // 1 = dot, 2 = ellipse, 3 = line, 4 = square
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radius: 4, // Dot size
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rotateR: Math.PI / 12,
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rotateB: (Math.PI / 12) * 2,
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rotateG: (Math.PI / 12) * 3,
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scatter: 0,
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blending: 1,
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blendingMode: 1,
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greyscale: false,
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});
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composer.addPass(halftonePass);
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```
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### Outline
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```javascript
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import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js";
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const outlinePass = new OutlinePass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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scene,
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camera,
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);
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outlinePass.edgeStrength = 3;
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outlinePass.edgeGlow = 0;
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outlinePass.edgeThickness = 1;
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outlinePass.pulsePeriod = 0;
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outlinePass.visibleEdgeColor.set(0xffffff);
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outlinePass.hiddenEdgeColor.set(0x190a05);
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// Select objects to outline
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outlinePass.selectedObjects = [mesh1, mesh2];
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composer.addPass(outlinePass);
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```
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## Custom ShaderPass
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Create your own post-processing effects.
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```javascript
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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const CustomShader = {
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uniforms: {
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tDiffuse: { value: null }, // Required: input texture
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time: { value: 0 },
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intensity: { value: 1.0 },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform float time;
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uniform float intensity;
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varying vec2 vUv;
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void main() {
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vec2 uv = vUv;
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// Wave distortion
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uv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;
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vec4 color = texture2D(tDiffuse, uv);
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gl_FragColor = color;
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}
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`,
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};
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const customPass = new ShaderPass(CustomShader);
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composer.addPass(customPass);
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// Update in animation loop
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customPass.uniforms.time.value = clock.getElapsedTime();
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```
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### Invert Colors Shader
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```javascript
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const InvertShader = {
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uniforms: {
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tDiffuse: { value: null },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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vec4 color = texture2D(tDiffuse, vUv);
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gl_FragColor = vec4(1.0 - color.rgb, color.a);
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}
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`,
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};
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```
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### Chromatic Aberration
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```javascript
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const ChromaticAberrationShader = {
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uniforms: {
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tDiffuse: { value: null },
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amount: { value: 0.005 },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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uniform float amount;
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varying vec2 vUv;
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void main() {
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vec2 dir = vUv - 0.5;
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float dist = length(dir);
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float r = texture2D(tDiffuse, vUv - dir * amount * dist).r;
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float g = texture2D(tDiffuse, vUv).g;
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float b = texture2D(tDiffuse, vUv + dir * amount * dist).b;
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gl_FragColor = vec4(r, g, b, 1.0);
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}
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`,
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};
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```
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## Combining Multiple Effects
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```javascript
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import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
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import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
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import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js";
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import { FXAAShader } from "three/addons/shaders/FXAAShader.js";
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import { VignetteShader } from "three/addons/shaders/VignetteShader.js";
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import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
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const composer = new EffectComposer(renderer);
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// 1. Render scene
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composer.addPass(new RenderPass(scene, camera));
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// 2. Bloom
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const bloomPass = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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0.5,
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0.4,
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0.85,
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);
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composer.addPass(bloomPass);
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// 3. Vignette
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const vignettePass = new ShaderPass(VignetteShader);
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vignettePass.uniforms["offset"].value = 0.95;
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vignettePass.uniforms["darkness"].value = 1.0;
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composer.addPass(vignettePass);
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// 4. Gamma correction
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composer.addPass(new ShaderPass(GammaCorrectionShader));
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// 5. Anti-aliasing (always last before output)
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const fxaaPass = new ShaderPass(FXAAShader);
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fxaaPass.uniforms["resolution"].value.set(
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1 / window.innerWidth,
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1 / window.innerHeight,
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);
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composer.addPass(fxaaPass);
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```
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## Render to Texture
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```javascript
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// Create render target
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const renderTarget = new THREE.WebGLRenderTarget(512, 512);
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// Render scene to target
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renderer.setRenderTarget(renderTarget);
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renderer.render(scene, camera);
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renderer.setRenderTarget(null);
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// Use texture
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const texture = renderTarget.texture;
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otherMaterial.map = texture;
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```
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## Multi-Pass Rendering
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```javascript
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// Multiple composers for different scenes/layers
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const bgComposer = new EffectComposer(renderer);
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bgComposer.addPass(new RenderPass(bgScene, camera));
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const fgComposer = new EffectComposer(renderer);
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fgComposer.addPass(new RenderPass(fgScene, camera));
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fgComposer.addPass(bloomPass);
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// Combine in render loop
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function animate() {
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// Render background without clearing
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renderer.autoClear = false;
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renderer.clear();
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bgComposer.render();
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// Render foreground over it
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renderer.clearDepth();
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fgComposer.render();
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}
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```
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## WebGPU Post-Processing (Three.js r150+)
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```javascript
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import { postProcessing } from "three/addons/nodes/Nodes.js";
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import { pass, bloom, dof } from "three/addons/nodes/Nodes.js";
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// Using node-based system
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const scenePass = pass(scene, camera);
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const bloomNode = bloom(scenePass, 0.5, 0.4, 0.85);
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const postProcessing = new THREE.PostProcessing(renderer);
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postProcessing.outputNode = bloomNode;
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// Render
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function animate() {
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postProcessing.render();
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}
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```
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## Performance Tips
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1. **Limit passes**: Each pass adds a full-screen render
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2. **Lower resolution**: Use smaller render targets for blur passes
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3. **Disable unused effects**: Toggle passes on/off
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4. **Use FXAA over MSAA**: Less expensive anti-aliasing
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5. **Profile with DevTools**: Check GPU usage
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```javascript
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// Disable pass
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bloomPass.enabled = false;
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// Reduce bloom resolution
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const bloomPass = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2),
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strength,
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radius,
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threshold,
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);
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// Only apply effects in high-performance scenarios
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const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent);
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if (!isMobile) {
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composer.addPass(expensivePass);
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}
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```
|
|
|
|
## 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
|