r3f-postprocessing

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Chinese

React Three Fiber Post-Processing

React Three Fiber 后处理

Quick Start

快速开始

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

function Scene() {
  return (
    <Canvas>
      <ambientLight />
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="hotpink" emissive="hotpink" emissiveIntensity={2} />
      </mesh>

      <EffectComposer>
        <Bloom luminanceThreshold={0.5} luminanceSmoothing={0.9} intensity={1.5} />
        <Vignette offset={0.5} darkness={0.5} />
      </EffectComposer>
    </Canvas>
  )
}
tsx
import { Canvas } from '@react-three/fiber'
import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      <ambientLight />
      <mesh>
        <boxGeometry />
        <meshStandardMaterial color="hotpink" emissive="hotpink" emissiveIntensity={2} />
      </mesh>

      <EffectComposer>
        <Bloom luminanceThreshold={0.5} luminanceSmoothing={0.9} intensity={1.5} />
        <Vignette offset={0.5} darkness={0.5} />
      </EffectComposer>
    </Canvas>
  )
}

Installation

安装

bash
npm install @react-three/postprocessing postprocessing
bash
npm install @react-three/postprocessing postprocessing

EffectComposer

EffectComposer

The container for all post-processing effects.
tsx
import { EffectComposer } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      {/* Scene content */}
      <mesh>...</mesh>

      {/* Post-processing - must be inside Canvas, after scene content */}
      <EffectComposer
        enabled={true}           // Toggle all effects
        depthBuffer={true}       // Enable depth buffer
        stencilBuffer={false}    // Enable stencil buffer
        autoClear={true}         // Auto clear before render
        multisampling={8}        // MSAA samples (0 to disable)
      >
        {/* Effects go here */}
      </EffectComposer>
    </Canvas>
  )
}
所有后处理特效的容器。
tsx
import { EffectComposer } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      {/* 场景内容 */}
      <mesh>...</mesh>

      {/* 后处理 - 必须放在Canvas内部,场景内容之后 */}
      <EffectComposer
        enabled={true}           // 切换所有特效的启用状态
        depthBuffer={true}       // 启用深度缓冲区
        stencilBuffer={false}    // 启用模板缓冲区
        autoClear={true}         // 渲染前自动清除
        multisampling={8}        // MSAA采样数(0表示禁用)
      >
        {/* 特效放在这里 */}
      </EffectComposer>
    </Canvas>
  )
}

Common Effects

常用特效

Bloom (Glow)

Bloom(发光效果)

tsx
import { EffectComposer, Bloom } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Bloom
    intensity={1.0}              // Bloom intensity
    luminanceThreshold={0.9}     // Brightness threshold
    luminanceSmoothing={0.025}   // Smoothness of threshold
    mipmapBlur={true}            // Enable mipmap blur
    radius={0.8}                 // Bloom radius
    levels={8}                   // Mipmap levels
    blendFunction={BlendFunction.ADD}
  />
</EffectComposer>

// For objects to glow, use emissive materials
<mesh>
  <boxGeometry />
  <meshStandardMaterial
    color="black"
    emissive="#ff00ff"
    emissiveIntensity={2}
    toneMapped={false}  // Important for values > 1
  />
</mesh>
tsx
import { EffectComposer, Bloom } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Bloom
    intensity={1.0}              // 发光强度
    luminanceThreshold={0.9}     // 亮度阈值
    luminanceSmoothing={0.025}   // 阈值平滑度
    mipmapBlur={true}            // 启用mipmap模糊
    radius={0.8}                 // 发光半径
    levels={8}                   // Mipmap层级
    blendFunction={BlendFunction.ADD}
  />
</EffectComposer>

// 要让物体发光,使用自发光材质
<mesh>
  <boxGeometry />
  <meshStandardMaterial
    color="black"
    emissive="#ff00ff"
    emissiveIntensity={2}
    toneMapped={false}  // 当值大于1时,此项很重要
  />
</mesh>

Selective Bloom

选择性发光

tsx
import { EffectComposer, Bloom, Selection, Select } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      <Selection>
        <EffectComposer>
          <Bloom
            luminanceThreshold={0}
            intensity={2}
            mipmapBlur
          />
        </EffectComposer>

        {/* This mesh will bloom */}
        <Select enabled>
          <mesh>
            <sphereGeometry />
            <meshStandardMaterial emissive="red" emissiveIntensity={2} toneMapped={false} />
          </mesh>
        </Select>

        {/* This mesh will NOT bloom */}
        <mesh position={[2, 0, 0]}>
          <boxGeometry />
          <meshStandardMaterial color="blue" />
        </mesh>
      </Selection>
    </Canvas>
  )
}
tsx
import { EffectComposer, Bloom, Selection, Select } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      <Selection>
        <EffectComposer>
          <Bloom
            luminanceThreshold={0}
            intensity={2}
            mipmapBlur
          />
        </EffectComposer>

        {/* 这个网格会发光 */}
        <Select enabled>
          <mesh>
            <sphereGeometry />
            <meshStandardMaterial emissive="red" emissiveIntensity={2} toneMapped={false} />
          </mesh>
        </Select>

        {/* 这个网格不会发光 */}
        <mesh position={[2, 0, 0]}>
          <boxGeometry />
          <meshStandardMaterial color="blue" />
        </mesh>
      </Selection>
    </Canvas>
  )
}

Depth of Field

景深(Depth of Field)

tsx
import { EffectComposer, DepthOfField } from '@react-three/postprocessing'

<EffectComposer>
  <DepthOfField
    focusDistance={0}     // Focus distance (0 = auto)
    focalLength={0.02}    // Camera focal length
    bokehScale={2}        // Bokeh size
    height={480}          // Resolution height
  />
</EffectComposer>

// With target object
import { useRef } from 'react'

function Scene() {
  const targetRef = useRef()

  return (
    <>
      <mesh ref={targetRef} position={[0, 0, -5]}>
        <boxGeometry />
        <meshStandardMaterial color="red" />
      </mesh>

      <EffectComposer>
        <DepthOfField
          target={targetRef}
          focalLength={0.02}
          bokehScale={2}
        />
      </EffectComposer>
    </>
  )
}
tsx
import { EffectComposer, DepthOfField } from '@react-three/postprocessing'

<EffectComposer>
  <DepthOfField
    focusDistance={0}     // 对焦距离(0表示自动对焦)
    focalLength={0.02}    // 相机焦距
    bokehScale={2}        // 散景大小
    height={480}          // 分辨率高度
  />
</EffectComposer>

// 绑定目标物体
import { useRef } from 'react'

function Scene() {
  const targetRef = useRef()

  return (
    <>
      <mesh ref={targetRef} position={[0, 0, -5]}>
        <boxGeometry />
        <meshStandardMaterial color="red" />
      </mesh>

      <EffectComposer>
        <DepthOfField
          target={targetRef}
          focalLength={0.02}
          bokehScale={2}
        />
      </EffectComposer>
    </>
  )
}

Vignette

暗角(Vignette)

tsx
import { EffectComposer, Vignette } from '@react-three/postprocessing'

<EffectComposer>
  <Vignette
    offset={0.5}          // Vignette size
    darkness={0.5}        // Vignette intensity
    eskil={false}         // Use Eskil's vignette technique
  />
</EffectComposer>
tsx
import { EffectComposer, Vignette } from '@react-three/postprocessing'

<EffectComposer>
  <Vignette
    offset={0.5}          // 暗角大小
    darkness={0.5}        // 暗角强度
    eskil={false}         // 使用Eskil的暗角技术
  />
</EffectComposer>

Noise

噪点效果

tsx
import { EffectComposer, Noise } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Noise
    premultiply            // Multiply noise with input
    blendFunction={BlendFunction.ADD}
    opacity={0.5}
  />
</EffectComposer>
tsx
import { EffectComposer, Noise } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Noise
    premultiply            // 将噪点与输入内容相乘
    blendFunction={BlendFunction.ADD}
    opacity={0.5}
  />
</EffectComposer>

Chromatic Aberration

色差(Chromatic Aberration)

tsx
import { EffectComposer, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <ChromaticAberration
    offset={[0.002, 0.002]}    // Color offset
    radialModulation={true}    // Apply radially
    modulationOffset={0.5}
    blendFunction={BlendFunction.NORMAL}
  />
</EffectComposer>
tsx
import { EffectComposer, ChromaticAberration } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <ChromaticAberration
    offset={[0.002, 0.002]}    // 颜色偏移量
    radialModulation={true}    // 应用径向调制
    modulationOffset={0.5}
    blendFunction={BlendFunction.NORMAL}
  />
</EffectComposer>

SSAO (Screen Space Ambient Occlusion)

屏幕空间环境光遮蔽(SSAO)

tsx
import { EffectComposer, SSAO } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <SSAO
    blendFunction={BlendFunction.MULTIPLY}
    samples={30}              // Amount of samples
    radius={5}                // Occlusion radius
    intensity={30}            // Occlusion intensity
    luminanceInfluence={0.6}
    color="black"
    worldDistanceThreshold={100}
    worldDistanceFalloff={5}
    worldProximityThreshold={0.01}
    worldProximityFalloff={0.01}
  />
</EffectComposer>
tsx
import { EffectComposer, SSAO } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <SSAO
    blendFunction={BlendFunction.MULTIPLY}
    samples={30}              // 采样数量
    radius={5}                // 遮蔽半径
    intensity={30}            // 遮蔽强度
    luminanceInfluence={0.6}
    color="black"
    worldDistanceThreshold={100}
    worldDistanceFalloff={5}
    worldProximityThreshold={0.01}
    worldProximityFalloff={0.01}
  />
</EffectComposer>

Outline

轮廓线(Outline)

tsx
import { EffectComposer, Outline, Selection, Select } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      <Selection>
        <EffectComposer autoClear={false}>
          <Outline
            visibleEdgeColor={0xffffff}    // Visible edge color
            hiddenEdgeColor={0x22090a}     // Hidden edge color
            edgeStrength={2.5}             // Edge strength
            pulseSpeed={0}                 // Pulse animation speed
            blur                           // Enable blur
            xRay                           // Show behind objects
          />
        </EffectComposer>

        {/* Outlined object */}
        <Select enabled>
          <mesh>
            <boxGeometry />
            <meshStandardMaterial color="orange" />
          </mesh>
        </Select>

        {/* Non-outlined object */}
        <mesh position={[2, 0, 0]}>
          <sphereGeometry />
          <meshStandardMaterial color="blue" />
        </mesh>
      </Selection>
    </Canvas>
  )
}
tsx
import { EffectComposer, Outline, Selection, Select } from '@react-three/postprocessing'

function Scene() {
  return (
    <Canvas>
      <Selection>
        <EffectComposer autoClear={false}>
          <Outline
            visibleEdgeColor={0xffffff}    // 可见边缘颜色
            hiddenEdgeColor={0x22090a}     // 隐藏边缘颜色
            edgeStrength={2.5}             // 边缘强度
            pulseSpeed={0}                 // 脉冲动画速度
            blur                           // 启用模糊
            xRay                           // 显示物体后方的轮廓
          />
        </EffectComposer>

        {/* 带轮廓线的物体 */}
        <Select enabled>
          <mesh>
            <boxGeometry />
            <meshStandardMaterial color="orange" />
          </mesh>
        </Select>

        {/* 不带轮廓线的物体 */}
        <mesh position={[2, 0, 0]}>
          <sphereGeometry />
          <meshStandardMaterial color="blue" />
        </mesh>
      </Selection>
    </Canvas>
  )
}

Color Grading

色彩分级

tsx
import { EffectComposer, BrightnessContrast, HueSaturation } from '@react-three/postprocessing'

<EffectComposer>
  <BrightnessContrast
    brightness={0}     // -1 to 1
    contrast={0}       // -1 to 1
  />
  <HueSaturation
    hue={0}           // Hue rotation in radians
    saturation={0}    // -1 to 1
  />
</EffectComposer>
tsx
import { EffectComposer, BrightnessContrast, HueSaturation } from '@react-three/postprocessing'

<EffectComposer>
  <BrightnessContrast
    brightness={0}     // 取值范围-1到1
    contrast={0}       // 取值范围-1到1
  />
  <HueSaturation
    hue={0}           // 色相旋转角度(弧度)
    saturation={0}    // 取值范围-1到1
  />
</EffectComposer>

Tone Mapping

色调映射

tsx
import { EffectComposer, ToneMapping } from '@react-three/postprocessing'
import { ToneMappingMode } from 'postprocessing'

<EffectComposer>
  <ToneMapping
    mode={ToneMappingMode.ACES_FILMIC}
    // Modes: LINEAR, REINHARD, REINHARD2, OPTIMIZED_CINEON, CINEON, ACES_FILMIC, AGX, NEUTRAL
    resolution={256}
    whitePoint={4.0}
    middleGrey={0.6}
    minLuminance={0.01}
    averageLuminance={1.0}
    adaptationRate={1.0}
  />
</EffectComposer>
tsx
import { EffectComposer, ToneMapping } from '@react-three/postprocessing'
import { ToneMappingMode } from 'postprocessing'

<EffectComposer>
  <ToneMapping
    mode={ToneMappingMode.ACES_FILMIC}
    // 可选模式:LINEAR, REINHARD, REINHARD2, OPTIMIZED_CINEON, CINEON, ACES_FILMIC, AGX, NEUTRAL
    resolution={256}
    whitePoint={4.0}
    middleGrey={0.6}
    minLuminance={0.01}
    averageLuminance={1.0}
    adaptationRate={1.0}
  />
</EffectComposer>

Glitch

故障效果(Glitch)

tsx
import { EffectComposer, Glitch } from '@react-three/postprocessing'
import { GlitchMode } from 'postprocessing'

<EffectComposer>
  <Glitch
    delay={[1.5, 3.5]}           // Min/max delay between glitches
    duration={[0.6, 1.0]}        // Min/max duration
    strength={[0.3, 1.0]}        // Min/max strength
    mode={GlitchMode.SPORADIC}   // DISABLED, SPORADIC, CONSTANT_MILD, CONSTANT_WILD
    active                       // Enable/disable
    ratio={0.85}                 // Glitch ratio (0 = none, 1 = always)
  />
</EffectComposer>
tsx
import { EffectComposer, Glitch } from '@react-three/postprocessing'
import { GlitchMode } from 'postprocessing'

<EffectComposer>
  <Glitch
    delay={[1.5, 3.5]}           // 故障间隔的最小/最大值
    duration={[0.6, 1.0]}        // 故障持续时间的最小/最大值
    strength={[0.3, 1.0]}        // 故障强度的最小/最大值
    mode={GlitchMode.SPORADIC}   // 可选模式:DISABLED, SPORADIC, CONSTANT_MILD, CONSTANT_WILD
    active                       // 启用/禁用故障效果
    ratio={0.85}                 // 故障出现比例(0表示无,1表示持续出现)
  />
</EffectComposer>

Pixelation

像素化效果

tsx
import { EffectComposer, Pixelation } from '@react-three/postprocessing'

<EffectComposer>
  <Pixelation
    granularity={5}    // Pixel size
  />
</EffectComposer>
tsx
import { EffectComposer, Pixelation } from '@react-three/postprocessing'

<EffectComposer>
  <Pixelation
    granularity={5}    // 像素大小
  />
</EffectComposer>

Scanline

扫描线效果

tsx
import { EffectComposer, Scanline } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Scanline
    blendFunction={BlendFunction.OVERLAY}
    density={1.25}     // Line density
    opacity={0.5}      // Effect opacity
  />
</EffectComposer>
tsx
import { EffectComposer, Scanline } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Scanline
    blendFunction={BlendFunction.OVERLAY}
    density={1.25}     // 扫描线密度
    opacity={0.5}      // 效果透明度
  />
</EffectComposer>

Grid

网格效果

tsx
import { EffectComposer, Grid } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Grid
    blendFunction={BlendFunction.OVERLAY}
    scale={1.0}        // Grid scale
    lineWidth={0.0}    // Line width
  />
</EffectComposer>
tsx
import { EffectComposer, Grid } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <Grid
    blendFunction={BlendFunction.OVERLAY}
    scale={1.0}        // 网格缩放比例
    lineWidth={0.0}    // 线条宽度
  />
</EffectComposer>

DotScreen

网点效果

tsx
import { EffectComposer, DotScreen } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <DotScreen
    blendFunction={BlendFunction.NORMAL}
    angle={Math.PI * 0.5}    // Pattern angle
    scale={1.0}              // Pattern scale
  />
</EffectComposer>
tsx
import { EffectComposer, DotScreen } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

<EffectComposer>
  <DotScreen
    blendFunction={BlendFunction.NORMAL}
    angle={Math.PI * 0.5}    // 图案角度
    scale={1.0}              // 图案缩放比例
  />
</EffectComposer>

SMAA (Anti-Aliasing)

SMAA(抗锯齿)

tsx
import { EffectComposer, SMAA } from '@react-three/postprocessing'

<EffectComposer multisampling={0}>  {/* Disable MSAA when using SMAA */}
  <SMAA />
</EffectComposer>
tsx
import { EffectComposer, SMAA } from '@react-three/postprocessing'

<EffectComposer multisampling={0}>  {/* 使用SMAA时禁用MSAA */}
  <SMAA />
</EffectComposer>

FXAA (Anti-Aliasing)

FXAA(抗锯齿)

tsx
import { EffectComposer, FXAA } from '@react-three/postprocessing'

<EffectComposer multisampling={0}>
  <FXAA />
</EffectComposer>
tsx
import { EffectComposer, FXAA } from '@react-three/postprocessing'

<EffectComposer multisampling={0}>
  <FXAA />
</EffectComposer>

Combining Multiple Effects

组合多种特效

tsx
import { EffectComposer, Bloom, Vignette, ChromaticAberration, Noise, SMAA } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

function PostProcessing() {
  return (
    <EffectComposer multisampling={0}>
      {/* Glow effect */}
      <Bloom
        intensity={1.5}
        luminanceThreshold={0.9}
        luminanceSmoothing={0.025}
        mipmapBlur
      />

      {/* Color aberration */}
      <ChromaticAberration
        offset={[0.001, 0.001]}
        radialModulation
        modulationOffset={0.5}
      />

      {/* Film grain */}
      <Noise
        premultiply
        blendFunction={BlendFunction.ADD}
        opacity={0.2}
      />

      {/* Vignette */}
      <Vignette
        offset={0.3}
        darkness={0.5}
      />

      {/* Anti-aliasing (should be last) */}
      <SMAA />
    </EffectComposer>
  )
}
tsx
import { EffectComposer, Bloom, Vignette, ChromaticAberration, Noise, SMAA } from '@react-three/postprocessing'
import { BlendFunction } from 'postprocessing'

function PostProcessing() {
  return (
    <EffectComposer multisampling={0}>
      {/* 发光效果 */}
      <Bloom
        intensity={1.5}
        luminanceThreshold={0.9}
        luminanceSmoothing={0.025}
        mipmapBlur
      />

      {/* 色差效果 */}
      <ChromaticAberration
        offset={[0.001, 0.001]}
        radialModulation
        modulationOffset={0.5}
      />

      {/* 胶片颗粒效果 */}
      <Noise
        premultiply
        blendFunction={BlendFunction.ADD}
        opacity={0.2}
      />

      {/* 暗角效果 */}
      <Vignette
        offset={0.3}
        darkness={0.5}
      />

      {/* 抗锯齿(应放在最后) */}
      <SMAA />
    </EffectComposer>
  )
}

Custom Effects

自定义特效

Using postprocessing Effect Class

使用postprocessing的Effect类

tsx
import { forwardRef, useMemo } from 'react'
import { Effect, BlendFunction } from 'postprocessing'
import { Uniform } from 'three'

// Fragment shader
const fragmentShader = `
  uniform float time;
  uniform float intensity;

  void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
    vec2 distortedUv = uv;
    distortedUv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;

    vec4 color = texture2D(inputBuffer, distortedUv);
    outputColor = color;
  }
`

// Effect class
class WaveDistortionEffect extends Effect {
  constructor({ intensity = 1.0, blendFunction = BlendFunction.NORMAL } = {}) {
    super('WaveDistortionEffect', fragmentShader, {
      blendFunction,
      uniforms: new Map([
        ['time', new Uniform(0)],
        ['intensity', new Uniform(intensity)],
      ]),
    })
  }

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

// React component wrapper
export const WaveDistortion = forwardRef(({ intensity = 1.0, blendFunction }, ref) => {
  const effect = useMemo(() => new WaveDistortionEffect({ intensity, blendFunction }), [intensity, blendFunction])
  return <primitive ref={ref} object={effect} dispose={null} />
})

// Usage
<EffectComposer>
  <WaveDistortion intensity={0.5} />
</EffectComposer>
tsx
import { forwardRef, useMemo } from 'react'
import { Effect, BlendFunction } from 'postprocessing'
import { Uniform } from 'three'

// 片元着色器
const fragmentShader = `
  uniform float time;
  uniform float intensity;

  void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
    vec2 distortedUv = uv;
    distortedUv.x += sin(uv.y * 10.0 + time) * 0.01 * intensity;

    vec4 color = texture2D(inputBuffer, distortedUv);
    outputColor = color;
  }
`

// 特效类
class WaveDistortionEffect extends Effect {
  constructor({ intensity = 1.0, blendFunction = BlendFunction.NORMAL } = {}) {
    super('WaveDistortionEffect', fragmentShader, {
      blendFunction,
      uniforms: new Map([
        ['time', new Uniform(0)],
        ['intensity', new Uniform(intensity)],
      ]),
    })
  }

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

// React组件包装器
export const WaveDistortion = forwardRef(({ intensity = 1.0, blendFunction }, ref) => {
  const effect = useMemo(() => new WaveDistortionEffect({ intensity, blendFunction }), [intensity, blendFunction])
  return <primitive ref={ref} object={effect} dispose={null} />
})

// 使用示例
<EffectComposer>
  <WaveDistortion intensity={0.5} />
</EffectComposer>

Shader with wrapEffect

使用wrapEffect创建着色器特效

tsx
import { wrapEffect } from '@react-three/postprocessing'
import { Effect, BlendFunction } from 'postprocessing'
import { Uniform } from 'three'

class InvertEffect extends Effect {
  constructor({ blendFunction = BlendFunction.NORMAL } = {}) {
    super('InvertEffect', `
      void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
        outputColor = vec4(1.0 - inputColor.rgb, inputColor.a);
      }
    `, {
      blendFunction,
    })
  }
}

export const Invert = wrapEffect(InvertEffect)

// Usage
<EffectComposer>
  <Invert />
</EffectComposer>
tsx
import { wrapEffect } from '@react-three/postprocessing'
import { Effect, BlendFunction } from 'postprocessing'

class InvertEffect extends Effect {
  constructor({ blendFunction = BlendFunction.NORMAL } = {}) {
    super('InvertEffect', `
      void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) {
        outputColor = vec4(1.0 - inputColor.rgb, inputColor.a);
      }
    `, {
      blendFunction,
    })
  }
}

export const Invert = wrapEffect(InvertEffect)

// 使用示例
<EffectComposer>
  <Invert />
</EffectComposer>

Conditional Effects

条件启用特效

tsx
import { useState } from 'react'
import { EffectComposer, Bloom, Vignette, Glitch } from '@react-three/postprocessing'

function ConditionalPostProcessing() {
  const [effects, setEffects] = useState({
    bloom: true,
    vignette: true,
    glitch: false,
  })

  return (
    <>
      <EffectComposer>
        {effects.bloom && (
          <Bloom intensity={1.5} luminanceThreshold={0.9} />
        )}
        {effects.vignette && (
          <Vignette offset={0.5} darkness={0.5} />
        )}
        {effects.glitch && (
          <Glitch delay={[1, 3]} duration={[0.5, 1]} strength={[0.3, 1]} />
        )}
      </EffectComposer>

      {/* UI to toggle effects */}
      <div className="controls">
        <button onClick={() => setEffects(e => ({ ...e, bloom: !e.bloom }))}>
          Toggle Bloom
        </button>
        <button onClick={() => setEffects(e => ({ ...e, vignette: !e.vignette }))}>
          Toggle Vignette
        </button>
        <button onClick={() => setEffects(e => ({ ...e, glitch: !e.glitch }))}>
          Toggle Glitch
        </button>
      </div>
    </>
  )
}
tsx
import { useState } from 'react'
import { EffectComposer, Bloom, Vignette, Glitch } from '@react-three/postprocessing'

function ConditionalPostProcessing() {
  const [effects, setEffects] = useState({
    bloom: true,
    vignette: true,
    glitch: false,
  })

  return (
    <>
      <EffectComposer>
        {effects.bloom && (
          <Bloom intensity={1.5} luminanceThreshold={0.9} />
        )}
        {effects.vignette && (
          <Vignette offset={0.5} darkness={0.5} />
        )}
        {effects.glitch && (
          <Glitch delay={[1, 3]} duration={[0.5, 1]} strength={[0.3, 1]} />
        )}
      </EffectComposer>

      {/* 用于切换特效的UI */}
      <div className="controls">
        <button onClick={() => setEffects(e => ({ ...e, bloom: !e.bloom }))}>
          切换发光效果
        </button>
        <button onClick={() => setEffects(e => ({ ...e, vignette: !e.vignette }))}>
          切换暗角效果
        </button>
        <button onClick={() => setEffects(e => ({ ...e, glitch: !e.glitch }))}>
          切换故障效果
        </button>
      </div>
    </>
  )
}

Animated Effects

动画特效

tsx
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'

function AnimatedEffects() {
  const bloomRef = useRef()
  const chromaticRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime

    // Animate bloom intensity
    if (bloomRef.current) {
      bloomRef.current.intensity = 1 + Math.sin(t) * 0.5
    }

    // Animate chromatic aberration
    if (chromaticRef.current) {
      const offset = Math.sin(t * 2) * 0.002
      chromaticRef.current.offset.set(offset, offset)
    }
  })

  return (
    <EffectComposer>
      <Bloom ref={bloomRef} luminanceThreshold={0.9} />
      <ChromaticAberration ref={chromaticRef} />
    </EffectComposer>
  )
}
tsx
import { useRef } from 'react'
import { useFrame } from '@react-three/fiber'
import { EffectComposer, Bloom, ChromaticAberration } from '@react-three/postprocessing'

function AnimatedEffects() {
  const bloomRef = useRef()
  const chromaticRef = useRef()

  useFrame(({ clock }) => {
    const t = clock.elapsedTime

    // 动画化发光强度
    if (bloomRef.current) {
      bloomRef.current.intensity = 1 + Math.sin(t) * 0.5
    }

    // 动画化色差效果
    if (chromaticRef.current) {
      const offset = Math.sin(t * 2) * 0.002
      chromaticRef.current.offset.set(offset, offset)
    }
  })

  return (
    <EffectComposer>
      <Bloom ref={bloomRef} luminanceThreshold={0.9} />
      <ChromaticAberration ref={chromaticRef} />
    </EffectComposer>
  )
}

N8AO (High Quality AO)

N8AO(高质量环境光遮蔽)

tsx
import { EffectComposer } from '@react-three/postprocessing'
import { N8AO } from '@react-three/postprocessing'

<EffectComposer>
  <N8AO
    aoRadius={0.5}
    intensity={1}
    aoSamples={6}
    denoiseSamples={4}
    denoiseRadius={12}
    distanceFalloff={1}
    color="black"
    quality="low"   // low, medium, high, ultra
    halfRes={false}
  />
</EffectComposer>
tsx
import { EffectComposer } from '@react-three/postprocessing'
import { N8AO } from '@react-three/postprocessing'

<EffectComposer>
  <N8AO
    aoRadius={0.5}
    intensity={1}
    aoSamples={6}
    denoiseSamples={4}
    denoiseRadius={12}
    distanceFalloff={1}
    color="black"
    quality="low"   // 可选:low, medium, high, ultra
    halfRes={false}
  />
</EffectComposer>

God Rays

体积光(God Rays)

tsx
import { EffectComposer, GodRays } from '@react-three/postprocessing'
import { useRef } from 'react'

function Scene() {
  const sunRef = useRef()

  return (
    <Canvas>
      {/* Sun mesh (light source for god rays) */}
      <mesh ref={sunRef} position={[0, 5, -10]}>
        <sphereGeometry args={[1]} />
        <meshBasicMaterial color="#ffddaa" />
      </mesh>

      <EffectComposer>
        {sunRef.current && (
          <GodRays
            sun={sunRef}
            blendFunction={BlendFunction.SCREEN}
            samples={60}
            density={0.96}
            decay={0.9}
            weight={0.4}
            exposure={0.6}
            clampMax={1}
            blur
          />
        )}
      </EffectComposer>
    </Canvas>
  )
}
tsx
import { EffectComposer, GodRays } from '@react-three/postprocessing'
import { useRef } from 'react'

function Scene() {
  const sunRef = useRef()

  return (
    <Canvas>
      {/* 太阳网格(体积光的光源) */}
      <mesh ref={sunRef} position={[0, 5, -10]}>
        <sphereGeometry args={[1]} />
        <meshBasicMaterial color="#ffddaa" />
      </mesh>

      <EffectComposer>
        {sunRef.current && (
          <GodRays
            sun={sunRef}
            blendFunction={BlendFunction.SCREEN}
            samples={60}
            density={0.96}
            decay={0.9}
            weight={0.4}
            exposure={0.6}
            clampMax={1}
            blur
          />
        )}
      </EffectComposer>
    </Canvas>
  )
}

LUT (Color Lookup Table)

LUT(色彩查找表)

tsx
import { EffectComposer, LUT } from '@react-three/postprocessing'
import { LUTCubeLoader } from 'postprocessing'
import { useLoader } from '@react-three/fiber'

function ColorGradedScene() {
  const texture = useLoader(LUTCubeLoader, '/luts/cinematic.cube')

  return (
    <EffectComposer>
      <LUT lut={texture} />
    </EffectComposer>
  )
}
tsx
import { EffectComposer, LUT } from '@react-three/postprocessing'
import { LUTCubeLoader } from 'postprocessing'
import { useLoader } from '@react-three/fiber'

function ColorGradedScene() {
  const texture = useLoader(LUTCubeLoader, '/luts/cinematic.cube')

  return (
    <EffectComposer>
      <LUT lut={texture} />
    </EffectComposer>
  )
}

Blend Functions

混合函数

tsx
import { BlendFunction } from 'postprocessing'

// Available blend functions:
BlendFunction.SKIP           // Skip blending
BlendFunction.ADD            // Additive
BlendFunction.ALPHA          // Alpha
BlendFunction.AVERAGE        // Average
BlendFunction.COLOR          // Color
BlendFunction.COLOR_BURN     // Color Burn
BlendFunction.COLOR_DODGE    // Color Dodge
BlendFunction.DARKEN         // Darken
BlendFunction.DIFFERENCE     // Difference
BlendFunction.DIVIDE         // Divide
BlendFunction.DST            // Destination
BlendFunction.EXCLUSION      // Exclusion
BlendFunction.HARD_LIGHT     // Hard Light
BlendFunction.HARD_MIX       // Hard Mix
BlendFunction.HUE            // Hue
BlendFunction.INVERT         // Invert
BlendFunction.INVERT_RGB     // Invert RGB
BlendFunction.LIGHTEN        // Lighten
BlendFunction.LINEAR_BURN    // Linear Burn
BlendFunction.LINEAR_DODGE   // Linear Dodge
BlendFunction.LINEAR_LIGHT   // Linear Light
BlendFunction.LUMINOSITY     // Luminosity
BlendFunction.MULTIPLY       // Multiply
BlendFunction.NEGATION       // Negation
BlendFunction.NORMAL         // Normal
BlendFunction.OVERLAY        // Overlay
BlendFunction.PIN_LIGHT      // Pin Light
BlendFunction.REFLECT        // Reflect
BlendFunction.SATURATION     // Saturation
BlendFunction.SCREEN         // Screen
BlendFunction.SET            // Set
BlendFunction.SOFT_LIGHT     // Soft Light
BlendFunction.SRC            // Source
BlendFunction.SUBTRACT       // Subtract
BlendFunction.VIVID_LIGHT    // Vivid Light
tsx
import { BlendFunction } from 'postprocessing'

// 可用的混合函数:
BlendFunction.SKIP           // 跳过混合
BlendFunction.ADD            // 加法混合
BlendFunction.ALPHA          // 透明度混合
BlendFunction.AVERAGE        // 平均混合
BlendFunction.COLOR          // 颜色混合
BlendFunction.COLOR_BURN     // 颜色加深
BlendFunction.COLOR_DODGE    // 颜色减淡
BlendFunction.DARKEN         // 变暗混合
BlendFunction.DIFFERENCE     // 差值混合
BlendFunction.DIVIDE         // 除法混合
BlendFunction.DST            // 目标色混合
BlendFunction.EXCLUSION      // 排除混合
BlendFunction.HARD_LIGHT     // 强光混合
BlendFunction.HARD_MIX       // 实色混合
BlendFunction.HUE            // 色相混合
BlendFunction.INVERT         // 反相混合
BlendFunction.INVERT_RGB     // RGB反相混合
BlendFunction.LIGHTEN        // 变亮混合
BlendFunction.LINEAR_BURN    // 线性加深
BlendFunction.LINEAR_DODGE   // 线性减淡
BlendFunction.LINEAR_LIGHT   // 线性光混合
BlendFunction.LUMINOSITY     // 亮度混合
BlendFunction.MULTIPLY       // 正片叠底
BlendFunction.NEGATION       // 否定混合
BlendFunction.NORMAL         // 正常混合
BlendFunction.OVERLAY        // 叠加混合
BlendFunction.PIN_LIGHT      // 点光混合
BlendFunction.REFLECT        // 反射混合
BlendFunction.SATURATION     // 饱和度混合
BlendFunction.SCREEN         // 滤色混合
BlendFunction.SET            // 设置混合
BlendFunction.SOFT_LIGHT     // 柔光混合
BlendFunction.SRC            // 源色混合
BlendFunction.SUBTRACT       // 减法混合
BlendFunction.VIVID_LIGHT    // 亮光混合

Performance Tips

性能优化技巧

  1. Limit effect count: Each effect adds rendering overhead
  2. Use multisampling wisely: Higher values = slower performance
  3. Disable when not needed: Toggle
    enabled
    prop
  4. Lower resolution: Some effects have resolution props
  5. Profile with DevTools: Monitor GPU usage
tsx
// Disable all effects
<EffectComposer enabled={performanceMode}>
  ...
</EffectComposer>

// Reduce effect quality on mobile
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent)

<EffectComposer multisampling={isMobile ? 0 : 8}>
  <Bloom mipmapBlur={!isMobile} radius={isMobile ? 0.4 : 0.8} />
  {!isMobile && <SSAO samples={16} />}
</EffectComposer>
  1. 限制特效数量:每个特效都会增加渲染开销
  2. 合理使用多重采样:采样值越高,性能越差
  3. 不需要时禁用:使用
    enabled
    属性切换
  4. 降低分辨率:部分特效提供分辨率配置项
  5. 使用开发者工具分析:监控GPU使用率
tsx
// 禁用所有特效
<EffectComposer enabled={performanceMode}>
  ...
</EffectComposer>

// 在移动端降低特效质量
const isMobile = /iPhone|iPad|Android/i.test(navigator.userAgent)

<EffectComposer multisampling={isMobile ? 0 : 8}>
  <Bloom mipmapBlur={!isMobile} radius={isMobile ? 0.4 : 0.8} />
  {!isMobile && <SSAO samples={16} />}
</EffectComposer>

See Also

相关链接

  • r3f-shaders
    - Custom shader development
  • r3f-materials
    - Emissive materials for bloom
  • r3f-fundamentals
    - Canvas and renderer setup
  • r3f-shaders
    - 自定义着色器开发
  • r3f-materials
    - 用于发光效果的自发光材质
  • r3f-fundamentals
    - Canvas和渲染器设置