threejs-postprocessing

安装量: 1.6K
排名: #974

安装

npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-postprocessing

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, vUv - dir * amount * dist).r;
  float g = texture2D(tDiffuse, vUv).g;
  float b = texture2D(tDiffuse, vUv + dir * amount * dist).b;

  gl_FragColor = vec4(r, g, b, 1.0);
}

`, };

Combining Multiple Effects import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js"; import { RenderPass } from "three/addons/postprocessing/RenderPass.js"; import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js"; import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"; import { FXAAShader } from "three/addons/shaders/FXAAShader.js"; import { VignetteShader } from "three/addons/shaders/VignetteShader.js"; import { GammaCorrectionShader } from "three/addons/shaders/GammaCorrectionShader.js";

const composer = new EffectComposer(renderer);

// 1. Render scene composer.addPass(new RenderPass(scene, camera));

// 2. Bloom const bloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), 0.5, 0.4, 0.85, ); composer.addPass(bloomPass);

// 3. Vignette const vignettePass = new ShaderPass(VignetteShader); vignettePass.uniforms["offset"].value = 0.95; vignettePass.uniforms["darkness"].value = 1.0; composer.addPass(vignettePass);

// 4. Gamma correction composer.addPass(new ShaderPass(GammaCorrectionShader));

// 5. Anti-aliasing (always last before output) const fxaaPass = new ShaderPass(FXAAShader); fxaaPass.uniforms["resolution"].value.set( 1 / window.innerWidth, 1 / window.innerHeight, ); composer.addPass(fxaaPass);

Render to Texture // Create render target const renderTarget = new THREE.WebGLRenderTarget(512, 512);

// Render scene to target renderer.setRenderTarget(renderTarget); renderer.render(scene, camera); renderer.setRenderTarget(null);

// Use texture const texture = renderTarget.texture; otherMaterial.map = texture;

Multi-Pass Rendering // Multiple composers for different scenes/layers const bgComposer = new EffectComposer(renderer); bgComposer.addPass(new RenderPass(bgScene, camera));

const fgComposer = new EffectComposer(renderer); fgComposer.addPass(new RenderPass(fgScene, camera)); fgComposer.addPass(bloomPass);

// Combine in render loop function animate() { // Render background without clearing renderer.autoClear = false; renderer.clear();

bgComposer.render();

// Render foreground over it renderer.clearDepth(); fgComposer.render(); }

WebGPU Post-Processing (Three.js r150+) import { postProcessing } from "three/addons/nodes/Nodes.js"; import { pass, bloom, dof } from "three/addons/nodes/Nodes.js";

// Using node-based system const scenePass = pass(scene, camera); const bloomNode = bloom(scenePass, 0.5, 0.4, 0.85);

const postProcessing = new THREE.PostProcessing(renderer); postProcessing.outputNode = bloomNode;

// Render function animate() { postProcessing.render(); }

Performance Tips Limit passes: Each pass adds a full-screen render Lower resolution: Use smaller render targets for blur passes Disable unused effects: Toggle passes on/off Use FXAA over MSAA: Less expensive anti-aliasing Profile with DevTools: Check GPU usage // Disable pass bloomPass.enabled = false;

// Reduce bloom resolution const bloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth / 2, window.innerHeight / 2), strength, radius, threshold, );

// Only apply effects in high-performance scenarios const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent); if (!isMobile) { composer.addPass(expensivePass); }

Handle Resize function onWindowResize() { const width = window.innerWidth; const height = window.innerHeight; const pixelRatio = renderer.getPixelRatio();

camera.aspect = width / height; camera.updateProjectionMatrix();

renderer.setSize(width, height); composer.setSize(width, height);

// Update pass-specific resolutions if (fxaaPass) { fxaaPass.material.uniforms["resolution"].value.set( 1 / (width * pixelRatio), 1 / (height * pixelRatio), ); }

if (bloomPass) { bloomPass.resolution.set(width, height); } }

window.addEventListener("resize", onWindowResize);

See Also threejs-shaders - Custom shader development threejs-textures - Render targets threejs-fundamentals - Renderer setup

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