Postprocessing passes
Three.js comes with a number of postprocessing passes that you can use directly with THREE.EffectComposer
.
Note
Most of the shaders and passes shown in this chapter can be configured. When you want to apply one yourself, it is usually easiest to just add a simple UI that allows you to play around with the properties. That way, you can see what is a good setting for your specific scenario.
The following table gives an overview of all of the passes that are available:
Pass name | Description |
| This render pass adapts the luminosity of the scene, based on the amount of light available in the scene. |
| This is an effect that makes lighter areas bleed into darker areas. This simulates an effect wherein the camera is overwhelmed by extremely bright light. |
| This adds a Bokeh effect to the scene. With a Bokeh effect, the foreground of the scene is in focus, while the rest is out of focus. |
| This spill pass clears the current... |