react-postprocessing
is a postprocessing wrapper for @react-three/fiber. This is not (yet) meant for complex orchestration of effects, but can save you hundreds of LOC for a straight forward effects-chain.
npm install @react-three/postprocessing
These demos are real, you can click them! They contain the full code, too. 📦
From https://github.com/pmndrs/postprocessing
This library provides an EffectPass which automatically organizes and merges any given combination of effects. This minimizes the amount of render operations and makes it possible to combine many effects without the performance penalties of traditional pass chaining. Additionally, every effect can choose its own blend function.
All fullscreen render operations also use a single triangle that fills the screen. Compared to using a quad, this approach harmonizes with modern GPU rasterization patterns and eliminates unnecessary fragment calculations along the screen diagonal. This is especially beneficial for GPGPU passes and effects that use complex fragment shaders.
Postprocessing also supports srgb-encoding out of the box, as well as WebGL2 MSAA (multi sample anti aliasing), which is react-postprocessing's default, you get high performance crisp results w/o jagged edges.
Here's an example combining a couple of effects (live demo).
import React from 'react'
import { EffectComposer, DepthOfField, Bloom, Noise, Vignette } from '@react-three/postprocessing'
import { Canvas } from '@react-three/fiber'
function App() {
return (
<Canvas>
{/* Your regular scene contents go here, like always ... */}
<EffectComposer>
<DepthOfField focusDistance={0} focalLength={0.02} bokehScale={2} height={480} />
<Bloom luminanceThreshold={0} luminanceSmoothing={0.9} height={300} />
<Noise opacity={0.02} />
<Vignette eskil={false} offset={0.1} darkness={1.1} />
</EffectComposer>
</Canvas>
)
}
The EffectComposer must wrap all your effects. It will manage them for you.
<EffectComposer
enabled?: boolean
children: JSX.Element | JSX.Element[]
depthBuffer?: boolean
disableNormalPass?: boolean
stencilBuffer?: boolean
autoClear?: boolean
multisampling?: number
frameBufferType?: TextureDataType
/** For effects that support DepthDownsamplingPass */
resolutionScale?: number
renderPriority?: number
camera?: THREE.Camera
scene?: THREE.Scene
>
Some effects, like Outline or SelectiveBloom can select specific objects. To manage this in a declarative scene with just references can be messy, especially when things have to be grouped. These two components take care of it:
<Selection
children: JSX.Element | JSX.Element[]
enabled?: boolean
>
<Select
children: JSX.Element | JSX.Element[]
enabled?: boolean
>
You wrap everything into a selection, this one holds all the selections. Now you can individually select objects or groups. Effects that support selections (for instance Outline
) will acknowledge it.
<Selection>
<EffectComposer autoclear={false}>
<Outline blur edgeStrength={100} />
</EffectComposer>
<Select enabled>
<mesh />
</Select>
</Selection>
Selection can be nested and group multiple object, higher up selection take precence over lower ones. The following for instance will select everything. Remove the outmost enabled
and only the two mesh group is selected. You can flip the selections or bind them to interactions and state.
<Select enabled>
<Select enabled>
<mesh />
<mesh />
</Select>
<Select>
<mesh />
</Select>
</Select>