スキル一覧に戻る
Bbeierle12

postfx-effects

by Bbeierle12

3🍴 0📅 2026年1月9日
GitHubで見るManusで実行

SKILL.md


name: postfx-effects description: 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.

Post-Processing Effects

Cinematic and stylistic effects using @react-three/postprocessing.

Quick Start

npm install @react-three/postprocessing postprocessing
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.

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.

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.

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

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

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)

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

import { ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode } from 'postprocessing';

function CinematicToneMapping() {
  return <ToneMapping mode={ToneMappingMode.ACES_FILMIC} />;
}

Scanlines / CRT Effect

import { Scanline } from '@react-three/postprocessing';

function CRTScanlines() {
  return <Scanline density={1.25} opacity={0.15} blendFunction={BlendFunction.OVERLAY} />;
}

God Rays

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

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

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

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

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

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:

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

TechniqueImpactSolution
Multiple blur effectsHighCombine DOF with bloom carefully
High DOF resolutionHighUse height={480} or lower
LUT loadingMediumPreload, cache texture
Many effectsMediumOrder effects efficiently
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 postfx-composer for EffectComposer setup and render targets
  • See postfx-bloom for dedicated bloom techniques
  • See postfx-router for effect selection guidance

スコア

総合スコア

50/100

リポジトリの品質指標に基づく評価

SKILL.md

SKILL.mdファイルが含まれている

+20
LICENSE

ライセンスが設定されている

0/10
説明文

100文字以上の説明がある

0/10
人気

GitHub Stars 100以上

0/15
最近の活動

3ヶ月以内に更新がある

0/10
フォーク

10回以上フォークされている

0/5
Issue管理

オープンIssueが50未満

+5
言語

プログラミング言語が設定されている

+5
タグ

1つ以上のタグが設定されている

0/5

レビュー

💬

レビュー機能は近日公開予定です