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GeezerVison is showing pmndrs.github.io — Home | postprocessing Post ProcessingA post processing library for three.js. Demo · Sandbox · Documentation · Wiki InstallationThis library requires the peer dependency three.
UsagePost processing introduces the concept of passes and effects to extend the common rendering workflow with fullscreen image manipulation tools. The following WebGL attributes should be used for an optimal post processing workflow:
The EffectComposer manages and runs passes. It is common practice to use a RenderPass as the first pass to automatically clear the buffers and render a scene for further processing. Fullscreen image effects are rendered via the EffectPass. Please refer to the usage example of three.js for more information on how to setup the renderer, scene and camera.
Output Color SpaceNew applications should follow a linear workflow for color management and postprocessing supports this automatically. Simply set Postprocessing uses
Tone MappingTone mapping is the process of converting HDR colors to LDR output colors. When using postprocessing, the Note that tone mapping is not applied to the clear color when using only the renderer because clearing doesn't involve shaders. Postprocessing applies to the full input image which means that tone mapping will also be applied uniformly. Consequently, the results of tone mapping a clear color background with and without postprocessing will be different, with the postprocessing approach being correct. PerformanceThis 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. Included EffectsThe total demo download size is about
Custom EffectsIf you want to learn how to create custom effects or passes, please check the Wiki. ContributingPlease refer to the contribution guidelines for details. LicenseThis library is licensed under the Zlib license. The original code that this library is based on, was written by mrdoob and the three.js contributors and is licensed under the MIT license. |
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