
Postfx Bloom
- 69 installs
- 8 repo stars
- Updated August 4, 2026
- bbeierle12/skill-mcp-claude
postfx-bloom is a Claude skill that implements bloom and glow effects for Three.js scenes using UnrealBloomPass with React Three Fiber.
About
This skill implements bloom and glow effects using Three.js UnrealBloomPass with React Three Fiber. It covers luminance-based bloom parameters, selective bloom on specific meshes, emissive material setup, and animated or audio-reactive glow. A developer uses it for neon, cyberpunk, energy, and magic-spell lighting effects in 3D scenes.
- UnrealBloomPass glow via @react-three/postprocessing
- Selective and multi-selection bloom on specific meshes
- Animated and audio-reactive bloom intensity patterns
Postfx Bloom by the numbers
- 69 all-time installs (skills.sh)
- Ranked #138 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
postfx-bloom capabilities & compatibility
- Capabilities
- postfx composer · postfx effects · postfx router
What postfx-bloom says it does
Bloom and glow effects using Three.js UnrealBloomPass with React Three Fiber.
Essential for cyberpunk aesthetics, energy effects, magic spells, and UI glow.
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| Installs | 69 |
|---|---|
| repo stars | ★ 8 |
| Last updated | August 4, 2026 |
| Repository | bbeierle12/skill-mcp-claude ↗ |
What it does
Add bloom and glow effects to Three.js scenes with UnrealBloomPass and React Three Fiber, including selective bloom and audio-reactive glow.
Who is it for?
Adding neon, glow, or selective bloom to a Three.js scene
Skip if: 2D UI glow that does not use a WebGL render pipeline
When should I use this skill?
Implementing glow, bloom, luminance effects, selective bloom, or neon lighting
What you get
Configured bloom or selective glow tuned for the desired aesthetic
- Configured Bloom pass
- SelectiveBloom setup
- Emissive material config
By the numbers
- 5 bloom parameters documented (luminanceThreshold, luminanceSmoothing, intensity, radius, levels)
Files
Post-Processing Bloom
Bloom effects using UnrealBloomPass for luminance-based glow and selective object bloom.
Quick Start
npm install three @react-three/fiber @react-three/postprocessingimport { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom } from '@react-three/postprocessing';
function Scene() {
return (
<Canvas>
<mesh>
<sphereGeometry args={[1, 32, 32]} />
<meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
</mesh>
<EffectComposer>
<Bloom
luminanceThreshold={0.2}
luminanceSmoothing={0.9}
intensity={1.5}
/>
</EffectComposer>
</Canvas>
);
}Core Concepts
How Bloom Works
1. Threshold — Pixels brighter than threshold are extracted 2. Blur — Extracted pixels are blurred in multiple passes 3. Composite — Blurred result is added back to original image
Key Parameters
| Parameter | Range | Description |
|---|---|---|
luminanceThreshold | 0-1 | Brightness cutoff for bloom (lower = more glow) |
luminanceSmoothing | 0-1 | Softness of threshold transition |
intensity | 0-10 | Bloom brightness multiplier |
radius | 0-1 | Blur spread/size |
levels | 1-9 | Blur quality/iterations |
Patterns
Cosmic Glow Effect
import { EffectComposer, Bloom } from '@react-three/postprocessing';
import { KernelSize } from 'postprocessing';
function CosmicBloom() {
return (
<EffectComposer>
<Bloom
luminanceThreshold={0.1}
luminanceSmoothing={0.9}
intensity={2.5}
radius={0.8}
kernelSize={KernelSize.LARGE}
mipmapBlur
/>
</EffectComposer>
);
}Neon Cyberpunk Bloom
// High-contrast neon with sharp falloff
function NeonBloom() {
return (
<EffectComposer>
<Bloom
luminanceThreshold={0.4}
luminanceSmoothing={0.2}
intensity={3.0}
radius={0.4}
mipmapBlur
/>
</EffectComposer>
);
}
// Emissive material for neon objects
function NeonTube({ color = '#FF00FF' }) {
return (
<mesh>
<cylinderGeometry args={[0.05, 0.05, 2]} />
<meshStandardMaterial
emissive={color}
emissiveIntensity={4}
toneMapped={false}
/>
</mesh>
);
}Selective Bloom with Layers
import { useRef } from 'react';
import { useThree } from '@react-three/fiber';
import { EffectComposer, SelectiveBloom } from '@react-three/postprocessing';
function SelectiveGlow() {
const glowRef = useRef();
return (
<>
{/* Non-blooming object */}
<mesh position={[-2, 0, 0]}>
<boxGeometry />
<meshStandardMaterial color="#333" />
</mesh>
{/* Blooming object */}
<mesh ref={glowRef} position={[2, 0, 0]}>
<sphereGeometry args={[0.5, 32, 32]} />
<meshStandardMaterial
emissive="#00F5FF"
emissiveIntensity={3}
/>
</mesh>
<EffectComposer>
<SelectiveBloom
selection={glowRef}
luminanceThreshold={0.1}
intensity={2}
mipmapBlur
/>
</EffectComposer>
</>
);
}Multi-Selection Bloom
import { Selection, Select, EffectComposer } from '@react-three/postprocessing';
import { SelectiveBloom } from '@react-three/postprocessing';
function MultiSelectBloom() {
return (
<Selection>
{/* Non-blooming */}
<mesh position={[-2, 0, 0]}>
<boxGeometry />
<meshStandardMaterial color="#333" />
</mesh>
{/* Blooming objects wrapped in Select */}
<Select enabled>
<mesh position={[0, 0, 0]}>
<sphereGeometry args={[0.5]} />
<meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
</mesh>
</Select>
<Select enabled>
<mesh position={[2, 0, 0]}>
<octahedronGeometry args={[0.5]} />
<meshStandardMaterial emissive="#FF00FF" emissiveIntensity={2} />
</mesh>
</Select>
<EffectComposer>
<SelectiveBloom
luminanceThreshold={0.1}
intensity={1.5}
mipmapBlur
/>
</EffectComposer>
</Selection>
);
}Animated Bloom Intensity
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { EffectComposer, Bloom } from '@react-three/postprocessing';
function PulsingBloom() {
const bloomRef = useRef();
useFrame(({ clock }) => {
if (bloomRef.current) {
const pulse = Math.sin(clock.elapsedTime * 2) * 0.5 + 1.5;
bloomRef.current.intensity = pulse;
}
});
return (
<EffectComposer>
<Bloom
ref={bloomRef}
luminanceThreshold={0.2}
intensity={1.5}
mipmapBlur
/>
</EffectComposer>
);
}Audio-Reactive Bloom
function AudioReactiveBloom({ audioData }) {
const bloomRef = useRef();
useFrame(() => {
if (bloomRef.current && audioData) {
// Map bass frequency (0-255) to bloom intensity (1-4)
const bassLevel = audioData[0] / 255;
bloomRef.current.intensity = 1 + bassLevel * 3;
// Map mid frequencies to threshold
const midLevel = audioData[4] / 255;
bloomRef.current.luminanceThreshold = 0.1 + (1 - midLevel) * 0.3;
}
});
return (
<EffectComposer>
<Bloom
ref={bloomRef}
luminanceThreshold={0.2}
intensity={1.5}
mipmapBlur
/>
</EffectComposer>
);
}Emissive Materials
Standard Emissive Setup
// For bloom to work, objects need emissive materials
function GlowingSphere({ color = '#00F5FF', intensity = 2 }) {
return (
<mesh>
<sphereGeometry args={[1, 32, 32]} />
<meshStandardMaterial
color="#000"
emissive={color}
emissiveIntensity={intensity}
toneMapped={false} // Important: prevents HDR clamping
/>
</mesh>
);
}Emissive with Texture
import { useTexture } from '@react-three/drei';
function EmissiveTextured() {
const emissiveMap = useTexture('/glow-pattern.png');
return (
<mesh>
<planeGeometry args={[2, 2]} />
<meshStandardMaterial
emissiveMap={emissiveMap}
emissive="#FFFFFF"
emissiveIntensity={3}
toneMapped={false}
/>
</mesh>
);
}Shader Material with Emissive
import { shaderMaterial } from '@react-three/drei';
import { extend } from '@react-three/fiber';
const GlowMaterial = shaderMaterial(
{ uTime: 0, uColor: [0, 0.96, 1], uIntensity: 2.0 },
// Vertex shader
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment shader - outputs HDR values for bloom
`
uniform float uTime;
uniform vec3 uColor;
uniform float uIntensity;
varying vec2 vUv;
void main() {
float pulse = sin(uTime * 2.0) * 0.3 + 0.7;
vec3 glow = uColor * uIntensity * pulse;
gl_FragColor = vec4(glow, 1.0);
}
`
);
extend({ GlowMaterial });
function PulsingGlowMesh() {
const materialRef = useRef();
useFrame(({ clock }) => {
materialRef.current.uTime = clock.elapsedTime;
});
return (
<mesh>
<sphereGeometry args={[1, 32, 32]} />
<glowMaterial ref={materialRef} toneMapped={false} />
</mesh>
);
}Performance Optimization
Resolution Scaling
<EffectComposer
multisampling={0} // Disable MSAA for performance
>
<Bloom
luminanceThreshold={0.2}
intensity={1.5}
mipmapBlur // More efficient blur method
radius={0.8}
levels={5} // Reduce for performance (default: 8)
/>
</EffectComposer>Mobile-Optimized Bloom
import { useDetectGPU } from '@react-three/drei';
function AdaptiveBloom() {
const { tier } = useDetectGPU();
const config = tier < 2
? { levels: 3, radius: 0.5, intensity: 1.0 }
: { levels: 5, radius: 0.8, intensity: 1.5 };
return (
<EffectComposer multisampling={tier < 2 ? 0 : 4}>
<Bloom
luminanceThreshold={0.2}
luminanceSmoothing={0.9}
mipmapBlur
{...config}
/>
</EffectComposer>
);
}Temporal Collapse Theme
Bloom configuration for the New Year countdown cosmic aesthetic:
// Cosmic void with cyan/magenta glow
function TemporalCollapseBloom() {
return (
<EffectComposer>
<Bloom
luminanceThreshold={0.15}
luminanceSmoothing={0.9}
intensity={2.0}
radius={0.85}
mipmapBlur
/>
</EffectComposer>
);
}
// Color palette for emissive materials
const TEMPORAL_COLORS = {
cyan: '#00F5FF',
magenta: '#FF00FF',
gold: '#FFD700',
void: '#050508'
};
// Time digit with glow
function GlowingDigit({ digit, color = TEMPORAL_COLORS.cyan }) {
return (
<Text3D font="/fonts/cosmic.json" size={2} height={0.2}>
{digit}
<meshStandardMaterial
color="#111"
emissive={color}
emissiveIntensity={3}
toneMapped={false}
/>
</Text3D>
);
}Troubleshooting
| Issue | Solution |
|---|---|
| No bloom visible | Ensure emissiveIntensity > 1 and toneMapped={false} |
| Bloom too subtle | Lower luminanceThreshold, increase intensity |
| Performance issues | Reduce levels, enable mipmapBlur, disable multisampling |
| Selective bloom not working | Verify ref is passed and object has emissive material |
| Bloom bleeding everywhere | Raise luminanceThreshold to isolate bright areas |
Reference
- See
postfx-composerfor EffectComposer setup patterns - See
postfx-effectsfor combining bloom with other effects - See
shaders-glslfor custom emissive shader techniques
{
"name": "postfx-bloom",
"description": "Bloom and glow effects using Three.js UnrealBloomPass with React Three Fiber. Use when implementing glow, bloom, luminance-based effects, selective bloom on specific meshes, or neon/ethereal lighting. Essential for cyberpunk aesthetics, energy effects, magic spells, and UI glow.",
"tags": [
"3d",
"shaders",
"three.js",
"code-generation"
],
"sub_skills": [],
"source": "claude-user",
"type": "template",
"depends_on": [
"postfx-composer"
],
"enhances": [
"r3f-fundamentals",
"particles-gpu",
"audio-reactive"
],
"last_reviewed_at": null,
"review_score": null,
"relevance_tier": null
}
Related skills
FAQ
What library does postfx-bloom use?
@react-three/postprocessing with Three.js UnrealBloomPass in React Three Fiber.
Can bloom target only specific objects?
Yes. It shows SelectiveBloom and multi-selection bloom to glow only chosen meshes.