From bbeierle12-skill-mcp-claude
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.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
EffectComposer architecture, render pipelines, and custom pass creation.
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`.
EffectComposer architecture, render pipelines, and custom pass creation.
npm install @react-three/postprocessing postprocessing three
import { 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>
);
}
Scene Render → EffectComposer → Effect 1 → Effect 2 → ... → Screen
↓
[Render Target A] → [Render Target B] → [Screen]
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>
);
}
<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>
// 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>
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>
);
}
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>
);
}
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} />;
});
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;
}
}
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;
}
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>
);
}
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>
);
}
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>
);
}
postfx-bloom for bloom-specific techniquespostfx-effects for individual effect configurationsshaders-glsl for writing custom effect shaders