postfx-effects
Original:🇺🇸 English
Translated
Post-processing visual effects including chromatic aberration, vignette, depth of field, film grain, color grading, and LUT support. Use when adding cinematic polish, retro aesthetics, camera simulation, or atmospheric effects to 3D scenes. Essential for mood, style, and visual storytelling.
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npx skill4agent add bbeierle12/skill-mcp-claude postfx-effectsTags
Translated version includes tags in frontmatterSKILL.md Content
View Translation Comparison →Post-Processing Effects
Cinematic and stylistic effects using @react-three/postprocessing.
Quick Start
bash
npm install @react-three/postprocessing postprocessingtsx
import { Canvas } from '@react-three/fiber';
import { EffectComposer, ChromaticAberration, Vignette, Noise } from '@react-three/postprocessing';
function CinematicScene() {
return (
<Canvas>
<Scene />
<EffectComposer>
<ChromaticAberration offset={[0.002, 0.002]} />
<Vignette darkness={0.5} offset={0.3} />
<Noise opacity={0.05} />
</EffectComposer>
</Canvas>
);
}Core Effects
Chromatic Aberration
RGB channel separation for lens distortion or glitch effects.
tsx
import { ChromaticAberration } from '@react-three/postprocessing';
import { BlendFunction } from 'postprocessing';
import { Vector2 } from 'three';
// Subtle cinematic fringing
function SubtleChromaticAberration() {
return (
<ChromaticAberration
offset={new Vector2(0.001, 0.001)}
radialModulation
modulationOffset={0.2}
/>
);
}
// Intense glitch effect
function GlitchChromaticAberration() {
const offsetRef = useRef();
useFrame(({ clock }) => {
if (offsetRef.current) {
const glitch = Math.random() > 0.95 ? 0.01 : 0.002;
offsetRef.current.offset.set(glitch, glitch * 0.5);
}
});
return (
<ChromaticAberration
ref={offsetRef}
offset={new Vector2(0.002, 0.002)}
blendFunction={BlendFunction.NORMAL}
/>
);
}Vignette
Darkened edges for focus and cinematic framing.
tsx
import { Vignette } from '@react-three/postprocessing';
// Soft cinematic vignette
function CinematicVignette() {
return (
<Vignette
offset={0.3} // Distance from center before darkening
darkness={0.5} // How dark edges become
eskil={false} // Use natural vignette formula
/>
);
}
// Harsh spotlight effect
function SpotlightVignette() {
return <Vignette offset={0.1} darkness={0.9} eskil={true} />;
}Depth of Field
Simulated camera focus with bokeh blur.
tsx
import { DepthOfField } from '@react-three/postprocessing';
// Focus on specific distance
function StaticDOF() {
return (
<DepthOfField
focusDistance={0.02}
focalLength={0.05}
bokehScale={3}
height={480}
/>
);
}
// Focus follows target object
function TrackingDOF({ targetRef }) {
const dofRef = useRef();
const { camera } = useThree();
useFrame(() => {
if (targetRef.current && dofRef.current) {
const distance = camera.position.distanceTo(targetRef.current.position);
dofRef.current.target = distance;
}
});
return <DepthOfField ref={dofRef} focusDistance={0} focalLength={0.02} bokehScale={2} />;
}Noise / Film Grain
tsx
import { Noise } from '@react-three/postprocessing';
import { BlendFunction } from 'postprocessing';
// Subtle film grain
function FilmGrain() {
return <Noise opacity={0.04} blendFunction={BlendFunction.OVERLAY} />;
}
// Heavy VHS noise
function VHSNoise() {
return <Noise opacity={0.15} blendFunction={BlendFunction.SCREEN} />;
}Color Grading
tsx
import { HueSaturation, BrightnessContrast } from '@react-three/postprocessing';
// Desaturated cinematic look
function CinematicGrade() {
return (
<>
<HueSaturation hue={0} saturation={-0.2} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
</>
);
}
// Warm sunset mood
function SunsetGrade() {
return (
<>
<HueSaturation hue={0.05} saturation={0.15} />
<BrightnessContrast brightness={0.02} contrast={0.05} />
</>
);
}
// Cold sci-fi atmosphere
function SciFiGrade() {
return (
<>
<HueSaturation hue={-0.1} saturation={-0.1} />
<BrightnessContrast brightness={-0.1} contrast={0.15} />
</>
);
}LUT (Lookup Table)
tsx
import { LUT } from '@react-three/postprocessing';
import { LookupTexture } from 'postprocessing';
function LUTGrading() {
const [lut, setLut] = useState(null);
useEffect(() => {
LookupTexture.createLookupTexture('/luts/cinematic.cube').then(setLut);
}, []);
if (!lut) return null;
return <LUT lut={lut} tetrahedralInterpolation />;
}Tone Mapping
tsx
import { ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode } from 'postprocessing';
function CinematicToneMapping() {
return <ToneMapping mode={ToneMappingMode.ACES_FILMIC} />;
}Scanlines / CRT Effect
tsx
import { Scanline } from '@react-three/postprocessing';
function CRTScanlines() {
return <Scanline density={1.25} opacity={0.15} blendFunction={BlendFunction.OVERLAY} />;
}God Rays
tsx
import { GodRays } from '@react-three/postprocessing';
function VolumetricLight() {
const sunRef = useRef();
return (
<>
<mesh ref={sunRef} position={[0, 5, -10]}>
<sphereGeometry args={[1, 32, 32]} />
<meshBasicMaterial color="#FFF8E0" />
</mesh>
<EffectComposer>
{sunRef.current && <GodRays sun={sunRef.current} exposure={0.5} decay={0.9} blur />}
</EffectComposer>
</>
);
}Combining Effects
Cinematic Stack
tsx
function CinematicStack() {
return (
<EffectComposer>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<HueSaturation saturation={-0.15} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
<ChromaticAberration offset={[0.001, 0.001]} />
<Vignette darkness={0.4} offset={0.3} />
<Noise opacity={0.03} blendFunction={BlendFunction.OVERLAY} />
</EffectComposer>
);
}Retro VHS Stack
tsx
function VHSStack() {
return (
<EffectComposer>
<HueSaturation saturation={-0.3} />
<BrightnessContrast contrast={0.2} />
<ChromaticAberration offset={[0.005, 0.002]} />
<Scanline density={1.5} opacity={0.1} />
<Noise opacity={0.1} blendFunction={BlendFunction.SCREEN} />
<Vignette darkness={0.6} offset={0.2} />
</EffectComposer>
);
}Dream Sequence Stack
tsx
function DreamStack() {
return (
<EffectComposer>
<DepthOfField focusDistance={0.01} focalLength={0.1} bokehScale={4} />
<Bloom luminanceThreshold={0.3} intensity={0.8} />
<HueSaturation saturation={0.2} hue={0.05} />
<BrightnessContrast brightness={0.1} />
<Vignette darkness={0.3} offset={0.4} />
</EffectComposer>
);
}Animated Effects
Time-Driven Color Shift
tsx
function TimeDrivenEffects() {
const hueRef = useRef();
const vignetteRef = useRef();
useFrame(({ clock }) => {
const t = clock.elapsedTime;
if (hueRef.current) hueRef.current.hue = Math.sin(t * 0.1) * 0.1;
if (vignetteRef.current) vignetteRef.current.darkness = 0.4 + Math.sin(t * 2) * 0.1;
});
return (
<EffectComposer>
<HueSaturation ref={hueRef} saturation={0} hue={0} />
<Vignette ref={vignetteRef} darkness={0.4} offset={0.3} />
</EffectComposer>
);
}Audio-Reactive Effects
tsx
function AudioReactiveEffects({ audioData }) {
const chromaRef = useRef();
const vignetteRef = useRef();
useFrame(() => {
if (!audioData) return;
const bass = audioData[0] / 255;
const mid = audioData[4] / 255;
if (chromaRef.current) {
const offset = 0.001 + bass * 0.005;
chromaRef.current.offset.set(offset, offset * 0.5);
}
if (vignetteRef.current) {
vignetteRef.current.darkness = 0.3 + mid * 0.3;
}
});
return (
<EffectComposer>
<ChromaticAberration ref={chromaRef} offset={[0.001, 0.001]} />
<Vignette ref={vignetteRef} darkness={0.4} offset={0.3} />
</EffectComposer>
);
}Temporal Collapse Theme
Effects stack for cosmic countdown aesthetic:
tsx
function TemporalCollapseEffects() {
const chromaRef = useRef();
useFrame(({ clock }) => {
if (chromaRef.current) {
const pulse = Math.sin(clock.elapsedTime * 1.5) * 0.001;
chromaRef.current.offset.set(0.002 + pulse, 0.001 + pulse * 0.5);
}
});
return (
<EffectComposer>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<HueSaturation hue={-0.05} saturation={-0.1} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
<ChromaticAberration ref={chromaRef} offset={[0.002, 0.001]} />
<Vignette darkness={0.5} offset={0.25} />
<Noise opacity={0.02} blendFunction={BlendFunction.OVERLAY} />
</EffectComposer>
);
}Performance Tips
| Technique | Impact | Solution |
|---|---|---|
| Multiple blur effects | High | Combine DOF with bloom carefully |
| High DOF resolution | High | Use |
| LUT loading | Medium | Preload, cache texture |
| Many effects | Medium | Order effects efficiently |
tsx
function OptimizedEffects() {
return (
<EffectComposer multisampling={0}>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<Vignette darkness={0.4} />
<Noise opacity={0.02} />
<Bloom intensity={1} mipmapBlur levels={4} />
</EffectComposer>
);
}Reference
- See for EffectComposer setup and render targets
postfx-composer - See for dedicated bloom techniques
postfx-bloom - See for effect selection guidance
postfx-router