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postfx-composer

postfx-composer

github.com/bbeierle12开发962 次安装1 天前更新
代码仓库

关于 postfx-composer

postfx-composer 是用于在 React Three Fiber 中构建 EffectComposer 后期处理管线的技能,涵盖效果顺序、运行时开关、自定义效果、渲染目标和质量调整。

主要功能

  1. 01配置 EffectComposer 渲染管线
  2. 02运行时切换效果并使用预设
  3. 03创建基于着色器的自定义效果
  4. 04手动管理渲染目标
  5. 05调整分辨率与自适应质量

适用场景

  1. 01为 3D 场景组合有序效果
  2. 02在运行时切换视觉效果
  3. 03创建依赖时间的自定义效果
  4. 04调整后期处理质量

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-composer

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

附带文件_meta.json

详细介绍

后期处理合成器

EffectComposer 架构、渲染管线和自定义通道的创建。

快速入门

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

function App() {
  return (
    <Canvas>
      <Scene />
      <EffectComposer>
        <Bloom intensity={1} />
        <Vignette darkness={0.5} />
      </EffectComposer>
    </Canvas>
  );
}

核心概念

渲染管线流程
Scene Render → EffectComposer → Effect 1 → Effect 2 → ... → Screen
                    ↓
              [Render Target A]  →  [Render Target B]  →  [Screen]
EffectComposer 配置
import { EffectComposer } from '@react-three/postprocessing';
import { HalfFloatType } from 'three';

function PostProcessing() {
  return (
    <EffectComposer
      enabled={true}
      depthBuffer={true}
      stencilBuffer={false}
      multisampling={8}
      frameBufferType={HalfFloatType}
    >
      {/* Effects processed in order */}
    </EffectComposer>
  );
}

效果顺序

推荐顺序
<EffectComposer>
  {/* 1. Scene modification (needs scene data) */}
  <SSAO />
  <DepthOfField />

  {/* 2. Lighting/color effects */}
  <Bloom />
  <ToneMapping />

  {/* 3. Color grading */}
  <HueSaturation />
  <BrightnessContrast />
  <LUT />

  {/* 4. Screen-space effects */}
  <ChromaticAberration />
  <Vignette />

  {/* 5. Noise/grain (always last) */}
  <Noise />
</EffectComposer>
顺序为何重要
// WRONG: Bloom after color grading reduces glow
<EffectComposer>
  <HueSaturation saturation={-0.5} />
  <Bloom intensity={2} />
</EffectComposer>

// CORRECT: Bloom before color grading
<EffectComposer>
  <Bloom intensity={2} />
  <HueSaturation saturation={-0.5} />
</EffectComposer>

条件效果

在运行时切换效果
function DynamicEffects({ enableBloom, enableDOF }) {
  return (
    <EffectComposer>
      {enableBloom && <Bloom luminanceThreshold={0.2} intensity={1.5} />}
      {enableDOF && <DepthOfField focusDistance={0.02} focalLength={0.05} />}
      <Vignette darkness={0.4} />
    </EffectComposer>
  );
}
效果预设
const PRESETS = {
  cinematic: {
    bloom: { intensity: 0.8, threshold: 0.3 },
    vignette: { darkness: 0.5, offset: 0.3 },
    grain: { opacity: 0.03 }
  },
  scifi: {
    bloom: { intensity: 2.0, threshold: 0.1 },
    chromatic: { offset: [0.003, 0.003] },
    vignette: { darkness: 0.6, offset: 0.2 }
  },
  minimal: { vignette: { darkness: 0.3, offset: 0.4 } }
};

function PresetEffects({ preset = 'cinematic' }) {
  const config = PRESETS[preset];
  return (
    <EffectComposer>
      {config.bloom && <Bloom {...config.bloom} />}
      {config.chromatic && <ChromaticAberration offset={config.chromatic.offset} />}
      {config.vignette && <Vignette {...config.vignette} />}
      {config.grain && <Noise {...config.grain} />}
    </EffectComposer>
  );
}

自定义效果

基础自定义效果
import { Effect } from 'postprocessing';
import { Uniform } from 'three';
import { forwardRef, useMemo } from 'react';

class ColorShiftEffect extends Effect {
  constructor({ shift = 0.0 }) {
    super('ColorShiftEffect', /* glsl */`
      uniform float shift;

      void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
        vec3 color = inputColor.rgb;
        float hueShift = shift * uv.x;
        color.r = color.r * cos(hueShift) - color.g * sin(hueShift);
        color.g = color.r * sin(hueShift) + color.g * cos(hueShift);
        outputColor = vec4(color, inputColor.a);
      }
    `, {
      uniforms: new Map([['shift', new Uniform(shift)]])
    });
  }

  set shift(value) {
    this.uniforms.get('shift').value = value;
  }
}

const ColorShift = forwardRef(({ shift = 0 }, ref) => {
  const effect = useMemo(() => new ColorShiftEffect({ shift }), []);
  useEffect(() => { effect.shift = shift; }, [shift, effect]);
  return <primitive ref={ref} object={effect} />;
});
带时间的自定义效果
class PulseEffect extends Effect {
  constructor() {
    super('PulseEffect', /* glsl */`
      uniform float uTime;
      uniform float uIntensity;

      void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
        float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
        float vignette = 1.0 - length(uv - 0.5) * pulse * uIntensity;
        outputColor = vec4(inputColor.rgb * vignette, inputColor.a);
      }
    `, {
      uniforms: new Map([
        ['uTime', new Uniform(0)],
        ['uIntensity', new Uniform(0.5)]
      ])
    });
  }

  update(renderer, inputBuffer, deltaTime) {
    this.uniforms.get('uTime').value += deltaTime;
  }
}

渲染目标

手动管理渲染目标
import { useFBO } from '@react-three/drei';

function CustomRenderPipeline() {
  const { gl, scene, camera } = useThree();
  const targetA = useFBO({ width: 1024, height: 1024 });

  useFrame(() => {
    gl.setRenderTarget(targetA);
    gl.render(scene, camera);
    gl.setRenderTarget(null);
    gl.render(scene, camera);
  });

  return null;
}

性能模式

分辨率缩放
function ScaledEffects() {
  const { size } = useThree();
  const scale = 0.5;

  return (
    <EffectComposer frameBufferType={HalfFloatType} multisampling={0}>
      <Bloom intensity={1.5} width={size.width * scale} height={size.height * scale} />
    </EffectComposer>
  );
}
自适应质量
import { useDetectGPU } from '@react-three/drei';

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

  const quality = useMemo(() => {
    if (tier >= 3) return { multisampling: 8, bloomLevels: 8 };
    if (tier >= 2) return { multisampling: 4, bloomLevels: 5 };
    return { multisampling: 0, bloomLevels: 3 };
  }, [tier]);

  return (
    <EffectComposer multisampling={quality.multisampling}>
      <Bloom levels={quality.bloomLevels} />
    </EffectComposer>
  );
}

Temporal Collapse 设置

import { EffectComposer, Bloom, ChromaticAberration, Vignette, Noise, ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode, BlendFunction } from 'postprocessing';
import { HalfFloatType } from 'three';

function TemporalCollapseComposer({ children }) {
  return (
    <EffectComposer multisampling={4} frameBufferType={HalfFloatType}>
      <ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
      <Bloom luminanceThreshold={0.15} luminanceSmoothing={0.9} intensity={2.0} radius={0.85} mipmapBlur />
      <ChromaticAberration offset={[0.002, 0.001]} radialModulation modulationOffset={0.3} />
      <Vignette darkness={0.6} offset={0.25} />
      <Noise opacity={0.025} blendFunction={BlendFunction.OVERLAY} />
      {children}
    </EffectComposer>
  );
}

参考

  • 查看 postfx-bloom,了解 Bloom 专属技巧
  • 查看 postfx-effects,了解各个效果的配置
  • 查看 shaders-glsl,了解如何编写自定义效果着色器

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