We discussed many different postprocessing options in this chapter. As you saw, creating THREE.EffectComposer and chaining passes together is actually very easy. You just have to keep a few things in mind. Not all passes will have an output on the screen. If you want to output to the screen, you can always use THREE.ShaderPass with THREE.CopyShader. The sequence in which you add passes to a composer is important. The effects are applied in that sequence. If you want to reuse the result from a specific THREE.EffectComposer instance, you can do so by using THREE.TexturePass. When you have more than one THREE.RenderPass in your THREE.EffectComposer, make sure to set the clear property to false. If not, you'll only see the output from the last THREE.RenderPass step. If you want to only apply...
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