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postfx-bloom

postfx-bloom

github.com/bbeierle12设计与 UI979 次安装1 天前更新
代码仓库

关于 postfx-bloom

postfx-bloom 是面向 three.js 与 React Three Fiber 场景的 Bloom 后期处理指南,介绍基于亮度的辉光和选择性 Bloom。内容涵盖参数、动画与音频响应模式,以及性能调整和排错。

主要功能

  1. 01亮度阈值与模糊合成
  2. 02选择性对象 Bloom
  3. 03动画强度模式
  4. 04音频响应辉光
  5. 05性能调整与排错

适用场景

  1. 01为 3D 场景添加辉光
  2. 02制作脉冲式 Bloom 效果
  3. 03根据音频数据调节辉光强度
  4. 04排查 Bloom 显示或性能问题

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill postfx-bloom

安装后在 Claude Code 中输入/postfx-bloom确认已加载。

附带文件_meta.json

详细介绍

后期处理泛光

使用 UnrealBloomPass 实现基于亮度的辉光和选择性对象泛光。

快速开始

npm install three @react-three/fiber @react-three/postprocessing
import { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom } from '@react-three/postprocessing';

function Scene() {
  return (
    <Canvas>
      <mesh>
        <sphereGeometry args={[1, 32, 32]} />
        <meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
      </mesh>

      <EffectComposer>
        <Bloom
          luminanceThreshold={0.2}
          luminanceSmoothing={0.9}
          intensity={1.5}
        />
      </EffectComposer>
    </Canvas>
  );
}

核心概念

泛光的工作原理
  1. 阈值 — 提取亮度高于阈值的像素
  2. 模糊 — 对提取出的像素进行多轮模糊处理
  3. 合成 — 将模糊结果加回原始图像
关键参数
参数范围说明
luminanceThreshold0-1泛光的亮度临界值(数值越低,辉光越明显)
luminanceSmoothing0-1阈值过渡的柔和度
intensity0-10泛光亮度倍数
radius0-1模糊扩散范围/大小
levels1-9模糊质量/迭代次数

常见模式

宇宙辉光效果
import { EffectComposer, Bloom } from '@react-three/postprocessing';
import { KernelSize } from 'postprocessing';

function CosmicBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.1}
        luminanceSmoothing={0.9}
        intensity={2.5}
        radius={0.8}
        kernelSize={KernelSize.LARGE}
        mipmapBlur
      />
    </EffectComposer>
  );
}
霓虹赛博朋克泛光
// High-contrast neon with sharp falloff
function NeonBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.4}
        luminanceSmoothing={0.2}
        intensity={3.0}
        radius={0.4}
        mipmapBlur
      />
    </EffectComposer>
  );
}

// Emissive material for neon objects
function NeonTube({ color = '#FF00FF' }) {
  return (
    <mesh>
      <cylinderGeometry args={[0.05, 0.05, 2]} />
      <meshStandardMaterial
        emissive={color}
        emissiveIntensity={4}
        toneMapped={false}
      />
    </mesh>
  );
}
使用图层实现选择性泛光
import { useRef } from 'react';
import { useThree } from '@react-three/fiber';
import { EffectComposer, SelectiveBloom } from '@react-three/postprocessing';

function SelectiveGlow() {
  const glowRef = useRef();

  return (
    <>
      {/* Non-blooming object */}
      <mesh position={[-2, 0, 0]}>
        <boxGeometry />
        <meshStandardMaterial color="#333" />
      </mesh>

      {/* Blooming object */}
      <mesh ref={glowRef} position={[2, 0, 0]}>
        <sphereGeometry args={[0.5, 32, 32]} />
        <meshStandardMaterial
          emissive="#00F5FF"
          emissiveIntensity={3}
        />
      </mesh>

      <EffectComposer>
        <SelectiveBloom
          selection={glowRef}
          luminanceThreshold={0.1}
          intensity={2}
          mipmapBlur
        />
      </EffectComposer>
    </>
  );
}
多对象选择性泛光
import { Selection, Select, EffectComposer } from '@react-three/postprocessing';
import { SelectiveBloom } from '@react-three/postprocessing';

function MultiSelectBloom() {
  return (
    <Selection>
      {/* Non-blooming */}
      <mesh position={[-2, 0, 0]}>
        <boxGeometry />
        <meshStandardMaterial color="#333" />
      </mesh>

      {/* Blooming objects wrapped in Select */}
      <Select enabled>
        <mesh position={[0, 0, 0]}>
          <sphereGeometry args={[0.5]} />
          <meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
        </mesh>
      </Select>

      <Select enabled>
        <mesh position={[2, 0, 0]}>
          <octahedronGeometry args={[0.5]} />
          <meshStandardMaterial emissive="#FF00FF" emissiveIntensity={2} />
        </mesh>
      </Select>

      <EffectComposer>
        <SelectiveBloom
          luminanceThreshold={0.1}
          intensity={1.5}
          mipmapBlur
        />
      </EffectComposer>
    </Selection>
  );
}
泛光强度动画
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { EffectComposer, Bloom } from '@react-three/postprocessing';

function PulsingBloom() {
  const bloomRef = useRef();

  useFrame(({ clock }) => {
    if (bloomRef.current) {
      const pulse = Math.sin(clock.elapsedTime * 2) * 0.5 + 1.5;
      bloomRef.current.intensity = pulse;
    }
  });

  return (
    <EffectComposer>
      <Bloom
        ref={bloomRef}
        luminanceThreshold={0.2}
        intensity={1.5}
        mipmapBlur
      />
    </EffectComposer>
  );
}
音频响应式泛光
function AudioReactiveBloom({ audioData }) {
  const bloomRef = useRef();

  useFrame(() => {
    if (bloomRef.current && audioData) {
      // Map bass frequency (0-255) to bloom intensity (1-4)
      const bassLevel = audioData[0] / 255;
      bloomRef.current.intensity = 1 + bassLevel * 3;

      // Map mid frequencies to threshold
      const midLevel = audioData[4] / 255;
      bloomRef.current.luminanceThreshold = 0.1 + (1 - midLevel) * 0.3;
    }
  });

  return (
    <EffectComposer>
      <Bloom
        ref={bloomRef}
        luminanceThreshold={0.2}
        intensity={1.5}
        mipmapBlur
      />
    </EffectComposer>
  );
}

自发光材质

标准自发光设置
// For bloom to work, objects need emissive materials
function GlowingSphere({ color = '#00F5FF', intensity = 2 }) {
  return (
    <mesh>
      <sphereGeometry args={[1, 32, 32]} />
      <meshStandardMaterial
        color="#000"
        emissive={color}
        emissiveIntensity={intensity}
        toneMapped={false}  // Important: prevents HDR clamping
      />
    </mesh>
  );
}
带纹理的自发光材质
import { useTexture } from '@react-three/drei';

function EmissiveTextured() {
  const emissiveMap = useTexture('/glow-pattern.png');

  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      <meshStandardMaterial
        emissiveMap={emissiveMap}
        emissive="#FFFFFF"
        emissiveIntensity={3}
        toneMapped={false}
      />
    </mesh>
  );
}
带自发光效果的着色器材质
import { shaderMaterial } from '@react-three/drei';
import { extend } from '@react-three/fiber';

const GlowMaterial = shaderMaterial(
  { uTime: 0, uColor: [0, 0.96, 1], uIntensity: 2.0 },
  // Vertex shader
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment shader - outputs HDR values for bloom
  `
    uniform float uTime;
    uniform vec3 uColor;
    uniform float uIntensity;
    varying vec2 vUv;

    void main() {
      float pulse = sin(uTime * 2.0) * 0.3 + 0.7;
      vec3 glow = uColor * uIntensity * pulse;
      gl_FragColor = vec4(glow, 1.0);
    }
  `
);

extend({ GlowMaterial });

function PulsingGlowMesh() {
  const materialRef = useRef();

  useFrame(({ clock }) => {
    materialRef.current.uTime = clock.elapsedTime;
  });

  return (
    <mesh>
      <sphereGeometry args={[1, 32, 32]} />
      <glowMaterial ref={materialRef} toneMapped={false} />
    </mesh>
  );
}

性能优化

分辨率缩放
<EffectComposer
  multisampling={0}  // Disable MSAA for performance
>
  <Bloom
    luminanceThreshold={0.2}
    intensity={1.5}
    mipmapBlur        // More efficient blur method
    radius={0.8}
    levels={5}        // Reduce for performance (default: 8)
  />
</EffectComposer>
针对移动设备优化的泛光
import { useDetectGPU } from '@react-three/drei';

function AdaptiveBloom() {
  const { tier } = useDetectGPU();

  const config = tier < 2
    ? { levels: 3, radius: 0.5, intensity: 1.0 }
    : { levels: 5, radius: 0.8, intensity: 1.5 };

  return (
    <EffectComposer multisampling={tier < 2 ? 0 : 4}>
      <Bloom
        luminanceThreshold={0.2}
        luminanceSmoothing={0.9}
        mipmapBlur
        {...config}
      />
    </EffectComposer>
  );
}

时间坍缩主题

新年倒计时宇宙美学的泛光配置:

// Cosmic void with cyan/magenta glow
function TemporalCollapseBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.15}
        luminanceSmoothing={0.9}
        intensity={2.0}
        radius={0.85}
        mipmapBlur
      />
    </EffectComposer>
  );
}

// Color palette for emissive materials
const TEMPORAL_COLORS = {
  cyan: '#00F5FF',
  magenta: '#FF00FF',
  gold: '#FFD700',
  void: '#050508'
};

// Time digit with glow
function GlowingDigit({ digit, color = TEMPORAL_COLORS.cyan }) {
  return (
    <Text3D font="/fonts/cosmic.json" size={2} height={0.2}>
      {digit}
      <meshStandardMaterial
        color="#111"
        emissive={color}
        emissiveIntensity={3}
        toneMapped={false}
      />
    </Text3D>
  );
}

故障排除

问题解决方案
看不到泛光确保 emissiveIntensity > 1 且 toneMapped={false}
泛光太不明显降低 luminanceThreshold,提高 intensity
性能问题减少 levels,启用 mipmapBlur,禁用多重采样
选择性泛光不起作用确认已传入 ref,且对象使用了自发光材质
泛光扩散得到处都是提高 luminanceThreshold,隔离明亮区域

参考

  • 有关 EffectComposer 设置模式,请参阅 postfx-composer
  • 有关将泛光与其他效果结合使用,请参阅 postfx-effects
  • 有关自定义自发光着色器技术,请参阅 shaders-glsl

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