Image Pipeline
Use this skill only when composing several image-space systems or defining shared buffers. For one effect, load its atomic skill instead.
Load:
$threejs-screen-space-ambient-occlusionfor GTAO, bent normals, denoising, or AO application;$threejs-bloomfor HDR extraction and bloom;$threejs-exposure-color-gradingfor metering, adaptation, tone mapping, LUTs, and output conversion.
The pipeline must expose its signals and ordering. Do not install a pile of effects and tune the final frame blindly.
Signal order
scene HDR color + depth + normals + albedo where required
→ lighting-related screen effects
→ atmosphere/transparency composition
→ bloom
→ exposure
→ tone mapping
→ grading
→ lens/presentation effects
→ output conversion
Read references/production-image-pipeline.md for four production pass graphs, their buffer/resolution contracts, and the ownership boundaries between whole-scene and effect-local graphs.
Rules
- Tone-map once.
- Keep HDR bloom before tone mapping.
- Meter exposure from a small luminance target, not the final 8-bit screen.
- Separate direct and indirect light before applying bent-normal ambient tint when possible.
- Upsample low-resolution effects with depth/normal-aware weights.
- Build pass toggles and effect-only views before tuning.
- UI rendered in the same target needs an explicit protection strategy.
- Do not load all atomic post skills by default. Route only the effects actually requested.
Routing boundary
Use this skill when multiple image-space systems must share buffers, ordering, or output ownership. For one isolated effect, use its atomic skill without loading this coordinator.