Three.js Post-Processing
Quick Start
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
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)
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.
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)
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)
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)
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)
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
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
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
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
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";
const gammaPass = new ShaderPass(GammaCorrectionShader); composer.addPass(gammaPass);
Pixelation
import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js";
const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size
composer.addPass(pixelPass);
Glitch Effect
import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js";
const glitchPass = new GlitchPass(); glitchPass.goWild = false; // Continuous glitching
composer.addPass(glitchPass);
Halftone
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
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.
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
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
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
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
// 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
// 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 r150+)
import { postProcessing } from "three/addons/nodes/Nodes.js"; import { pass, bloom, dof } from "three/addons/nodes/Nodes.js";
// Using node-based system const scenePass = pass(scene, camera); const bloomNode = bloom(scenePass, 0.5, 0.4, 0.85);
const postProcessing = new THREE.PostProcessing(renderer); postProcessing.outputNode = bloomNode;
// Render function animate() { postProcessing.render(); }
Performance Tips
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Limit passes: Each pass adds a full-screen render
-
Lower resolution: Use smaller render targets for blur passes
-
Disable unused effects: Toggle passes on/off
-
Use FXAA over MSAA: Less expensive anti-aliasing
-
Profile with DevTools: Check GPU usage
// 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
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
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threejs-shaders
-
Custom shader development
-
threejs-textures
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Render targets
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threejs-fundamentals
-
Renderer setup