enzed/r3f-skills

r3f-postprocessing

Configure React Three Fiber postprocessing, bloom, selection effects, ambient occlusion, and depth of field.

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React Three Fiber postprocessing

Check the actual renderer and package peer dependencies first. This example targets Fiber 9.7 / React 19 with @react-three/postprocessing 3.1 and postprocessing 6.39 on WebGL. Do not combine arbitrary newest package versions or silently upgrade a project.

Choose the pipeline

  • The React postprocessing composer here is for WebGL. Three.js WebGPURenderer uses node effects and RenderPipeline on r183+; verify that backend separately.
  • Let one owner render the final scene. EffectComposer uses a positive frame priority; an additional manual gl.render can overwrite or duplicate its output.
  • Ordinary Bloom can isolate bright surfaces via an HDR threshold. Use SelectiveBloom only when actual object selection is required; it adds work.

Actual selected-object bloom

Mount beneath Canvas. Click the left box to toggle selection. Both boxes are bright, but only the selected object contributes to this bloom pass.

tsx
import { useMemo, useRef, useState } from 'react'
import { EffectComposer, Select, Selection, SelectiveBloom, ToneMapping } from '@react-three/postprocessing'
import { ToneMappingMode } from 'postprocessing'
import type { DirectionalLight } from 'three'

export default function Example() {
  const light = useRef<DirectionalLight>(null)
  const lights = useMemo(() => [light], [])
  const [selected, setSelected] = useState(true)
  return (
    <Selection>
      <directionalLight ref={light} position={[0, 3, 5]} intensity={2} />
      <Select enabled={selected}>
        <mesh name="bloom-selected" position={[-1.2, 0, 0]} onClick={() => setSelected((value) => !value)}>
          <boxGeometry args={[0.7, 0.7, 0.7]} />
          <meshStandardMaterial color="black" emissive="white" emissiveIntensity={3} />
        </mesh>
      </Select>
      <mesh name="bloom-control" position={[1.2, 0, 0]}>
        <boxGeometry args={[0.7, 0.7, 0.7]} />
        <meshStandardMaterial color="black" emissive="white" emissiveIntensity={3} />
      </mesh>
      <EffectComposer multisampling={0}>
        <SelectiveBloom lights={lights} luminanceThreshold={0} intensity={2} mipmapBlur />
        <ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
      </EffectComposer>
    </Selection>
  )
}

Color, selection, and refs

  • Selection/Select provide selection to effects that support it, such as Outline and SelectiveBloom. Wrapping ordinary Bloom in Selection does not make Bloom respect selected objects.
  • Supply SelectiveBloom's relevant lights and keep selection layers coordinated with other layer uses. Test an equally bright unselected object, not only a dark background.
  • Bloom operates on brightness before final tone mapping. Use emissive/HDR values and a meaningful threshold; do not flatten the whole scene to force a glow.
  • This composer disables renderer tone mapping; use a ToneMapping effect for the intended final appearance. Keep bloom/HDR effects before tone mapping, and avoid duplicate output conversion.
  • ref.current becoming non-null does not trigger a React render. Do not gate the initial mounting of an effect on a ref assignment alone; use supported refs or callback-ref state where an object is needed reactively.

Depth and effect-specific requirements

  • SSAO in this wrapper needs <EffectComposer enableNormalPass>; enable extra buffers only for effects that require them. Check the installed effect's source/types if docs and behavior disagree.
  • DepthOfField target is a world position (vector/tuple), not a mesh ref. focusDistance={0} is not a universal autofocus switch; use a supported target or Autofocus helper.
  • Some effect props accept Three.js Vector2/Vector3 instances rather than tuples. Type-check against the installed wrapper; don't transfer JSX coercion assumptions to arbitrary React components.
  • Alpha-blended surfaces, depth, selection, and multisampling interact. Test the actual transparent/transmissive scene rather than relying on opaque-box screenshots.

Performance and custom effects

  • Begin with few effects and modest DPR/resolution. Choose an anti-aliasing strategy deliberately; avoid blindly stacking MSAA, SMAA, and FXAA.
  • Effect count is not identical to pass count: compatible effects can be merged. Convolution/depth effects and auxiliary buffers can still be expensive; measure GPU cost.
  • Prefer supported wrapper components. For a custom postprocessing Effect, follow mainImage/mainUv, uniforms, input-buffer, and effect-attribute contracts; a UV-changing effect needs the appropriate convolution declaration.
  • Give custom Effect instances explicit cleanup ownership. Do not use dispose={null} without an owner, or dispose a shared effect from one consumer.
  • Check dynamic prop support after updates: construction-only settings may recreate an effect. Do not rebuild the composer each frame to animate a uniform.

Verify

Render the full pipeline, toggle effects/selection, resize, and unmount/remount under Strict Mode. Confirm selected-only behavior and final color output; TypeScript cannot prove either.

Sources

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