Auto-Pilot / 全自动
更新于 a month ago
threejs-postprocessing
CCloudAI-X
0.8k
CloudAI-X/threejs-skills/skills/threejs-postprocessing
💡 摘要
中文总结。
🎯 适合人群
用户画像1用户画像2用户画像3
🤖 AI 吐槽: “看起来很能打,但别让配置把人劝退。”
安全分析低风险
风险:Low。建议检查:权限范围、数据流向与依赖风险。以最小权限运行,并在生产环境启用前审计代码与依赖。
name: threejs-postprocessing description: Three.js post-processing - EffectComposer, bloom, DOF, screen effects. Use when adding visual effects, color grading, blur, glow, or creating custom screen-space shaders.
Three.js Post-Processing
Quick Start
import * as THREE from "three"; import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js"; import { RenderPass } from "three/addons/postprocessing/RenderPass.js"; import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js"; // Setup composer const composer = new EffectComposer(renderer); // Render scene const renderPass = new RenderPass(scene, camera); composer.addPass(renderPass); // Add bloom const bloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, // strength 0.4, // radius 0.85, // threshold ); composer.addPass(bloomPass); // Animation loop - use composer instead of renderer function animate() { requestAnimationFrame(animate); composer.render(); // NOT renderer.render() }
EffectComposer Setup
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js"; import { RenderPass } from "three/addons/postprocessing/RenderPass.js"; const composer = new EffectComposer(renderer); // First pass: render scene const renderPass = new RenderPass(scene, camera); composer.addPass(renderPass); // Add more passes... composer.addPass(effectPass); // Last pass should render to screen effectPass.renderToScreen = true; // Default for last pass // Handle resize function onResize() { const width = window.innerWidth; const height = window.innerHeight; camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); composer.setSize(width, height); }
Common Effects
Bloom (Glow)
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js"; const bloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), 1.5, // strength - intensity of glow 0.4, // radius - spread of glow 0.85, // threshold - brightness threshold ); composer.addPass(bloomPass); // Adjust at runtime bloomPass.strength = 2.0; bloomPass.threshold = 0.5; bloomPass.radius = 0.8;
Selective Bloom
Apply bloom only to specific objects.
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js"; import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; // Layer setup const BLOOM_LAYER = 1; const bloomLayer = new THREE.Layers(); bloomLayer.set(BLOOM_LAYER); // Mark objects to bloom glowingMesh.layers.enable(BLOOM_LAYER); // Dark material for non-blooming objects const darkMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 }); const materials = {}; function darkenNonBloomed(obj) { if (obj.isMesh && !bloomLayer.test(obj.layers)) { materials[obj.uuid] = obj.material; obj.material = darkMaterial; } } function restoreMaterial(obj) { if (materials[obj.uuid]) { obj.material = materials[obj.uuid]; delete materials[obj.uuid]; } } // Custom render loop function render() { // Render bloom pass scene.traverse(darkenNonBloomed); composer.render(); scene.traverse(restoreMaterial); // Render final scene over bloom renderer.render(scene, camera); }
FXAA (Anti-Aliasing)
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; import { FXAAShader } from "three/addons/shaders/FXAAShader.js"; const fxaaPass = new ShaderPass(FXAAShader); fxaaPass.material.uniforms["resolution"].value.set( 1 / window.innerWidth, 1 / window.innerHeight, ); composer.addPass(fxaaPass); // Update on resize function onResize() { fxaaPass.material.uniforms["resolution"].value.set( 1 / window.innerWidth, 1 / window.innerHeight, ); }
SMAA (Better Anti-Aliasing)
import { SMAAPass } from "three/addons/postprocessing/SMAAPass.js"; const smaaPass = new SMAAPass( window.innerWidth * renderer.getPixelRatio(), window.innerHeight * renderer.getPixelRatio(), ); composer.addPass(smaaPass);
SSAO (Ambient Occlusion)
import { SSAOPass } from "three/addons/postprocessing/SSAOPass.js"; const ssaoPass = new SSAOPass( scene, camera, window.innerWidth, window.innerHeight, ); ssaoPass.kernelRadius = 16; ssaoPass.minDistance = 0.005; ssaoPass.maxDistance = 0.1; composer.addPass(ssaoPass); // Output modes ssaoPass.output = SSAOPass.OUTPUT.Default; // SSAOPass.OUTPUT.Default - Final composited output // SSAOPass.OUTPUT.SSAO - Just the AO // SSAOPass.OUTPUT.Blur - Blurred AO // SSAOPass.OUTPUT.Depth - Depth buffer // SSAOPass.OUTPUT.Normal - Normal buffer
Depth of Field (DOF)
import { BokehPass } from "three/addons/postprocessing/BokehPass.js"; const bokehPass = new BokehPass(scene, camera, { focus: 10.0, // Focus distance aperture: 0.025, // Aperture (smaller = more DOF) maxblur: 0.01, // Max blur amount }); composer.addPass(bokehPass); // Update focus dynamically bokehPass.uniforms["focus"].value = distanceToTarget;
Film Grain
import { FilmPass } from "three/addons/postprocessing/FilmPass.js"; const filmPass = new FilmPass( 0.35, // noise intensity 0.5, // scanline intensity 648, // scanline count false, // grayscale ); composer.addPass(filmPass);
Vignette
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; import { VignetteShader } from "three/addons/shaders/VignetteShader.js"; const vignettePass = new ShaderPass(VignetteShader); vignettePass.uniforms["offset"].value = 1.0; // Vignette size vignettePass.uniforms["darkness"].value = 1.0; // Vignette intensity composer.addPass(vignettePass);
Color Correction
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; import { ColorCorrectionShader } from "three/addons/shaders/ColorCorrectionShader.js"; const colorPass = new ShaderPass(ColorCorrectionShader); colorPass.uniforms["powRGB"].value = new THREE.Vector3(1.2, 1.2, 1.2); // Power colorPass.uniforms["mulRGB"].value = new THREE.Vector3(1.0, 1.0, 1.0); // Multiply composer.addPass(colorPass);
Gamma Correction
import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js"; const gammaPass = new ShaderPass(GammaCorrectionShader); composer.addPass(gammaPass);
Pixelation
import { RenderPixelatedPass } from "three/addons/postprocessing/RenderPixelatedPass.js"; const pixelPass = new RenderPixelatedPass(6, scene, camera); // 6 = pixel size composer.addPass(pixelPass);
Glitch Effect
import { GlitchPass } from "three/addons/postprocessing/GlitchPass.js"; const glitchPass = new GlitchPass(); glitchPass.goWild = false; // Continuous glitching composer.addPass(glitchPass);
Halftone
import { HalftonePass } from "three/addons/postprocessing/HalftonePass.js"; const halftonePass = new HalftonePass(window.innerWidth, window.innerHeight, { shape: 1, // 1 = dot, 2 = ellipse, 3 = line, 4 = square radius: 4, // Dot size rotateR: Math.PI / 12, rotateB: (Math.PI / 12) * 2, rotateG: (Math.PI / 12) * 3, scatter: 0, blending: 1, blendingMode: 1, greyscale: false, }); composer.addPass(halftonePass);
Outline
import { OutlinePass } from "three/addons/postprocessing/OutlinePass.js"; const outlinePass = new OutlinePass( new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, ); outlinePass.edgeStrength = 3; outlinePass.edgeGlow = 0; outlinePass.edgeThickness = 1; outlinePass.pulsePeriod = 0; outlinePass.visibleEdgeColor.set(0xffffff); outlinePass.hiddenEdgeColor.set(0x190a05); // Select objects to outline outlinePass.selectedObjects = [mesh1, mesh2]; composer.addPass(outlinePass);
Custom ShaderPass
Create your own post-processing effects.
import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; const CustomShader = { uniforms: { tDiffuse: { value: null }, // Required: input texture time: { value: 0 }, intensity: { value: 1.0 }, }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` uniform sampler2D tDiffuse; uniform float time; uniform float intensity; varying vec2 vUv; void main() { vec2 uv = vUv; // Wave distortion uv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity; vec4 color = texture2D(tDiffuse, uv); gl_FragColor = color; } `, }; const customPass = new ShaderPass(CustomShader); composer.addPass(customPass); // Update in animation loop customPass.uniforms.time.value = clock.getElapsedTime();
Invert Colors Shader
const InvertShader = { uniforms: { tDiffuse: { value: null }, }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` uniform sampler2D tDiffuse; varying vec2 vUv; void main() { vec4 color = texture2D(tDiffuse, vUv); gl_FragColor = vec4(1.0 - color.rgb, color.a); } `, };
Chromatic Aberration
const ChromaticAberrationShader = { uniforms: { tDiffuse: { value: null }, amount: { value: 0.005 }, }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` uniform sampler2D tDiffuse; uniform float amount; varying vec2 vUv; void main() { vec2 dir = vUv - 0.5; float dist = length(dir); float r = texture2D(tDiffuse, v
五维分析
清晰度8/10
创新性6/10
实用性8/10
完整性7/10
可维护性7/10
优缺点分析
优点
- 优点1
- 优点2
缺点
- 缺点1
- 缺点2
相关技能
免责声明:本内容来源于 GitHub 开源项目,仅供展示和评分分析使用。
版权归原作者所有 CloudAI-X.
