Three.js comes with a number of postprocessing passes that you can use directly with THREE.EffectComposer.
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 |
THREE.AdaptiveToneMappingPass |
This render pass adapts the luminosity of the scene, based on the amount of light available in the scene. |
THREE.BloomPass |
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. |
THREE.BokehPass |
This adds a Bokeh... |