
Postfx Composer
- 59 installs
- 8 repo stars
- Updated August 4, 2026
- bbeierle12/skill-mcp-claude
postfx-composer is a Claude skill that sets up EffectComposer post-processing pipelines and custom passes for Three.js scenes.
About
This skill covers EffectComposer setup and architecture for Three.js post-processing pipelines. It explains multi-pass rendering, correct effect ordering, custom Effect and shader passes, render target management, and reusable effect presets. A developer uses it as the foundation when combining post-processing effects or building custom passes.
- EffectComposer setup and recommended effect ordering
- Custom Effect classes with GLSL shaders and time uniforms
- Render target management, effect presets, and resolution scaling
Postfx Composer by the numbers
- 59 all-time installs (skills.sh)
- Ranked #146 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
postfx-composer capabilities & compatibility
- Capabilities
- postfx bloom · postfx effects · postfx router
What postfx-composer says it does
EffectComposer setup and architecture for Three.js post-processing pipelines.
Foundation skill for all post-processing work.
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| Installs | 59 |
|---|---|
| repo stars | ★ 8 |
| Last updated | August 4, 2026 |
| Repository | bbeierle12/skill-mcp-claude ↗ |
What it does
Set up EffectComposer post-processing pipelines in Three.js, ordering effects, creating custom passes, and managing render targets.
Who is it for?
Setting up and ordering a Three.js post-processing pipeline
Skip if: Projects with no WebGL/Three.js render pipeline
When should I use this skill?
Setting up multi-pass rendering, combining effects, or creating custom passes
What you get
A configured EffectComposer pipeline with correctly ordered and custom effects
- EffectComposer pipeline
- Custom Effect classes
- Effect presets
By the numbers
- 5-tier recommended effect order
- 3 documented effect presets (cinematic, scifi, minimal)
Files
Post-Processing Composer
EffectComposer architecture, render pipelines, and custom pass creation.
Quick Start
npm install @react-three/postprocessing postprocessing threeimport { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing';
function App() {
return (
<Canvas>
<Scene />
<EffectComposer>
<Bloom intensity={1} />
<Vignette darkness={0.5} />
</EffectComposer>
</Canvas>
);
}Core Concepts
Render Pipeline Flow
Scene Render → EffectComposer → Effect 1 → Effect 2 → ... → Screen
↓
[Render Target A] → [Render Target B] → [Screen]EffectComposer Configuration
import { EffectComposer } from '@react-three/postprocessing';
import { HalfFloatType } from 'three';
function PostProcessing() {
return (
<EffectComposer
enabled={true}
depthBuffer={true}
stencilBuffer={false}
multisampling={8}
frameBufferType={HalfFloatType}
>
{/* Effects processed in order */}
</EffectComposer>
);
}Effect Ordering
Recommended Order
<EffectComposer>
{/* 1. Scene modification (needs scene data) */}
<SSAO />
<DepthOfField />
{/* 2. Lighting/color effects */}
<Bloom />
<ToneMapping />
{/* 3. Color grading */}
<HueSaturation />
<BrightnessContrast />
<LUT />
{/* 4. Screen-space effects */}
<ChromaticAberration />
<Vignette />
{/* 5. Noise/grain (always last) */}
<Noise />
</EffectComposer>Why Order Matters
// WRONG: Bloom after color grading reduces glow
<EffectComposer>
<HueSaturation saturation={-0.5} />
<Bloom intensity={2} />
</EffectComposer>
// CORRECT: Bloom before color grading
<EffectComposer>
<Bloom intensity={2} />
<HueSaturation saturation={-0.5} />
</EffectComposer>Conditional Effects
Toggle Effects at Runtime
function DynamicEffects({ enableBloom, enableDOF }) {
return (
<EffectComposer>
{enableBloom && <Bloom luminanceThreshold={0.2} intensity={1.5} />}
{enableDOF && <DepthOfField focusDistance={0.02} focalLength={0.05} />}
<Vignette darkness={0.4} />
</EffectComposer>
);
}Effect Presets
const PRESETS = {
cinematic: {
bloom: { intensity: 0.8, threshold: 0.3 },
vignette: { darkness: 0.5, offset: 0.3 },
grain: { opacity: 0.03 }
},
scifi: {
bloom: { intensity: 2.0, threshold: 0.1 },
chromatic: { offset: [0.003, 0.003] },
vignette: { darkness: 0.6, offset: 0.2 }
},
minimal: { vignette: { darkness: 0.3, offset: 0.4 } }
};
function PresetEffects({ preset = 'cinematic' }) {
const config = PRESETS[preset];
return (
<EffectComposer>
{config.bloom && <Bloom {...config.bloom} />}
{config.chromatic && <ChromaticAberration offset={config.chromatic.offset} />}
{config.vignette && <Vignette {...config.vignette} />}
{config.grain && <Noise {...config.grain} />}
</EffectComposer>
);
}Custom Effects
Basic Custom Effect
import { Effect } from 'postprocessing';
import { Uniform } from 'three';
import { forwardRef, useMemo } from 'react';
class ColorShiftEffect extends Effect {
constructor({ shift = 0.0 }) {
super('ColorShiftEffect', /* glsl */`
uniform float shift;
void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
vec3 color = inputColor.rgb;
float hueShift = shift * uv.x;
color.r = color.r * cos(hueShift) - color.g * sin(hueShift);
color.g = color.r * sin(hueShift) + color.g * cos(hueShift);
outputColor = vec4(color, inputColor.a);
}
`, {
uniforms: new Map([['shift', new Uniform(shift)]])
});
}
set shift(value) {
this.uniforms.get('shift').value = value;
}
}
const ColorShift = forwardRef(({ shift = 0 }, ref) => {
const effect = useMemo(() => new ColorShiftEffect({ shift }), []);
useEffect(() => { effect.shift = shift; }, [shift, effect]);
return <primitive ref={ref} object={effect} />;
});Custom Effect with Time
class PulseEffect extends Effect {
constructor() {
super('PulseEffect', /* glsl */`
uniform float uTime;
uniform float uIntensity;
void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
float vignette = 1.0 - length(uv - 0.5) * pulse * uIntensity;
outputColor = vec4(inputColor.rgb * vignette, inputColor.a);
}
`, {
uniforms: new Map([
['uTime', new Uniform(0)],
['uIntensity', new Uniform(0.5)]
])
});
}
update(renderer, inputBuffer, deltaTime) {
this.uniforms.get('uTime').value += deltaTime;
}
}Render Targets
Manual Render Target Management
import { useFBO } from '@react-three/drei';
function CustomRenderPipeline() {
const { gl, scene, camera } = useThree();
const targetA = useFBO({ width: 1024, height: 1024 });
useFrame(() => {
gl.setRenderTarget(targetA);
gl.render(scene, camera);
gl.setRenderTarget(null);
gl.render(scene, camera);
});
return null;
}Performance Patterns
Resolution Scaling
function ScaledEffects() {
const { size } = useThree();
const scale = 0.5;
return (
<EffectComposer frameBufferType={HalfFloatType} multisampling={0}>
<Bloom intensity={1.5} width={size.width * scale} height={size.height * scale} />
</EffectComposer>
);
}Adaptive Quality
import { useDetectGPU } from '@react-three/drei';
function AdaptiveQuality() {
const { tier } = useDetectGPU();
const quality = useMemo(() => {
if (tier >= 3) return { multisampling: 8, bloomLevels: 8 };
if (tier >= 2) return { multisampling: 4, bloomLevels: 5 };
return { multisampling: 0, bloomLevels: 3 };
}, [tier]);
return (
<EffectComposer multisampling={quality.multisampling}>
<Bloom levels={quality.bloomLevels} />
</EffectComposer>
);
}Temporal Collapse Setup
import { EffectComposer, Bloom, ChromaticAberration, Vignette, Noise, ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode, BlendFunction } from 'postprocessing';
import { HalfFloatType } from 'three';
function TemporalCollapseComposer({ children }) {
return (
<EffectComposer multisampling={4} frameBufferType={HalfFloatType}>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<Bloom luminanceThreshold={0.15} luminanceSmoothing={0.9} intensity={2.0} radius={0.85} mipmapBlur />
<ChromaticAberration offset={[0.002, 0.001]} radialModulation modulationOffset={0.3} />
<Vignette darkness={0.6} offset={0.25} />
<Noise opacity={0.025} blendFunction={BlendFunction.OVERLAY} />
{children}
</EffectComposer>
);
}Reference
- See
postfx-bloomfor bloom-specific techniques - See
postfx-effectsfor individual effect configurations - See
shaders-glslfor writing custom effect shaders
{
"name": "postfx-composer",
"description": "EffectComposer setup and architecture for Three.js post-processing pipelines. Use when setting up multi-pass rendering, combining effects, creating custom passes, managing render targets, or building reusable effect stacks. Foundation skill for all post-processing work.",
"tags": [
"3d",
"three.js",
"code-generation"
],
"sub_skills": [],
"source": "claude-user",
"type": "template",
"depends_on": [],
"enhances": [
"postfx-bloom",
"postfx-effects"
],
"last_reviewed_at": null,
"review_score": null,
"relevance_tier": null
}
Related skills
FAQ
Why does effect ordering matter?
Order changes results; for example bloom must come before color grading, or the glow is reduced.
Can I create custom effects?
Yes. It shows extending the Effect class with GLSL shaders and time-driven uniforms.