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
| 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.setSize alongside 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.info sparingly.
- 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
PostProcessing class separately to avoid name collision confusion.
See examples/workflow-composer-bloom.md.
Doc map (official)
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
setSize on 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
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
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。
1---2name: threejs-postprocessing3description: 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).4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- `EffectComposer`, `RenderPass`, stacking passes, resize of composer11- Bloom, SSAO, SSR, DOF, outline, glitch, film grain, TAA—**addon** pass names12- `ShaderPass` with shader modules from Addons **Shaders** group1314**IMPORTANT: postprocessing vs renderers vs node-tsl**1516| Pipeline | Skill |17|----------|--------|18| Classic composer + passes | **threejs-postprocessing** |19| Renderer output color/tone only | **threejs-renderers** |20| Node/TSL post nodes | **threejs-node-tsl** |2122**Trigger phrases include:**2324- "EffectComposer", "RenderPass", "UnrealBloomPass", "SSAOPass", "后期"25- "泛光", "环境光遮蔽", "描边"2627## How to use this skill28291. **Chain**: `RenderPass` → effect passes → output; ensure size matches renderer and DPR changes.302. **Resize**: call `composer.setSize` alongside renderer resize workflows.313. **Half-float**: many passes expect appropriate render target types—cite docs for your version.324. **Performance**: each pass has cost—profile with `renderer.info` sparingly.335. **Shader modules**: link Addons **Shaders** list instead of inlining huge GLSL in SKILL.346. **Output**: final pass should align color management with renderer (**threejs-renderers**).357. **Contrast**: mention core `PostProcessing` class separately to avoid name collision confusion.3637See [examples/workflow-composer-bloom.md](examples/workflow-composer-bloom.md).3839## Doc map (official)4041| Docs section | Representative links |42|--------------|----------------------|43| Postprocessing | https://threejs.org/docs/EffectComposer.html |44| Postprocessing | https://threejs.org/docs/RenderPass.html |45| Postprocessing | https://threejs.org/docs/UnrealBloomPass.html |46| Shaders (addon modules) | https://threejs.org/docs/module-CopyShader.html |4748## Scope4950- **In scope:** Addon postprocessing passes and composer wiring; pointers to shader modules.51- **Out of scope:** Custom full-screen pipeline design outside three docs; engine-level frame graphs.5253## Common pitfalls and best practices5455- Forgetting composer resize produces smeared or low-res effects.56- Pass order matters—bloom often after main scene pass, outline may need masks.57- Some passes need depth—ensure depth buffer availability per pass docs.5859## Documentation and version6061Addon passes live under [Postprocessing](https://threejs.org/docs/#Postprocessing) and **Shaders** modules in [three.js docs](https://threejs.org/docs/). Pass constructors and required buffers change across versions—link the specific pass page (e.g. `UnrealBloomPass`) rather than guessing uniform names.6263## Agent response checklist6465When answering under this skill, prefer responses that:66671. Link `EffectComposer`, `RenderPass`, or the named pass (`SSAOPass`, …).682. Contrast **addon** composer stack with core `PostProcessing` + **threejs-node-tsl** when users mix terms.693. Require `setSize` on composer when **threejs-renderers** resizes.704. Point to **Shaders** group for raw shader modules used by `ShaderPass`.715. Warn about VR frame-time when stacking heavy passes (**threejs-webxr**).7273## References7475- https://threejs.org/docs/#Postprocessing76- https://threejs.org/docs/EffectComposer.html77- https://threejs.org/docs/RenderPass.html7879## Keywords8081**English:** effectcomposer, renderpass, bloom, ssao, ssr, outline, postprocessing, three.js8283**中文:** 后期、EffectComposer、泛光、SSAO、SSR、屏幕空间、three.js8485## 能力边界8687### ✅ 适用场景88- 当你需要使用此技能对应的技术栈时89- 当项目需要遵循最佳实践时90- 当需要快速上手或深入理解核心概念时9192### ⚠️ 需要注意93- 复杂业务逻辑需要结合具体场景调整94- 性能优化需要根据实际数据量评估9596### ❌ 不适用场景97- 不相关的技术栈或框架98- 需要完全自定义的特殊场景99100## 常见陷阱 (Gotchas)1011021. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异1032. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查1043. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码1054. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本1065. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题107108## 使用流程109110### Step 1: 环境准备111确保开发环境已安装必要的依赖和工具。112113### Step 2: 配置初始化114根据项目需求进行基础配置。115116### Step 3: 核心功能使用117按照示例代码实现核心功能。118119### Step 4: 测试验证120运行测试确保功能正常。121122### Step 5: 部署上线123完成开发后进行部署和监控。