From bbeierle12-skill-mcp-claude
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.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Bloom effects using UnrealBloomPass for luminance-based glow and selective object bloom.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Bloom effects using UnrealBloomPass for luminance-based glow and selective object bloom.
npm install three @react-three/fiber @react-three/postprocessing
import { 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>
);
}
| 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 |
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>
);
}
// 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>
);
}
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>
</>
);
}
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>
);
}
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>
);
}
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>
);
}
// 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>
);
}
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>
);
}
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>
);
}
<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>
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>
);
}
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>
);
}
| 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 |
postfx-composer for EffectComposer setup patternspostfx-effects for combining bloom with other effectsshaders-glsl for custom emissive shader techniques