postprocessing is a free, open source photo & video editors project written in JavaScript and released under Zlib. It has 2,874 GitHub stars, 251 forks and 30 open issues, and was last pushed 21 hours ago. On this registry it ranks #40 of 62 tracked projects in Photo & Video Editors, with 5 head-to-head comparisons available.

What is postprocessing?

Postprocessing is a JavaScript post-processing library for three.js that gives WebGL developers a passes-and-effects pipeline for applying fullscreen image effects to a rendered scene in real time.

What it is

Postprocessing extends the common three.js rendering workflow with the concepts of passes and effects, turning image manipulation into a structured pipeline rather than a pile of ad-hoc shader calls. The EffectComposer manages and runs passes; a RenderPass is typically added first to clear the buffers and render the scene for further processing, and fullscreen image effects are drawn through an EffectPass that wraps one or more effects such as BloomEffect and ToneMappingEffect. The library lives in the three.js and WebGL ecosystem and is published on npm as postprocessing, with three as a required peer dependency.

The concrete problem it solves is that three.js by itself leaves developers to hand-roll their own fullscreen quad rendering, framebuffer juggling, and effect ordering whenever they want bloom, tone mapping, or any other screen-space treatment. Postprocessing replaces that manual multi-render-target plumbing with a composer that chains passes, and it encodes the surrounding correctness details: the recommended renderer configuration (powerPreference: "high-performance", with antialias, stencil, and depth disabled), automatic handling of a linear colour workflow when WebGLRenderer.outputColorSpace is set to SRGBColorSpace, and the rule that toneMapping on the renderer should stay at NoToneMapping so HDR values are not clipped to [0.0, 1.0] at the start of the pipeline.

Key capabilities

  • An EffectComposer that manages and runs an ordered chain of passes, seeded with a RenderPass to clear buffers and render the scene.
  • Fullscreen image effects rendered through an EffectPass, for example composer.addPass(new EffectPass(camera, new BloomEffect())).
  • Tone mapping as an explicit pipeline stage via a ToneMappingEffect placed at the end of the pipeline, keeping the renderer at NoToneMapping.
  • Automatic linear workflow colour management when WebGLRenderer.outputColorSpace is set to SRGBColorSpace.
  • Configurable framebuffer precision: UnsignedByteType sRGB buffers by default, or high precision HalfFloatType buffers via new EffectComposer(renderer, { frameBufferType: HalfFloatType }) for HDR-like desktop workflows.
  • Documented renderer setup guidance covering powerPreference: "high-performance" and disabled antialias, stencil, and depth for an optimal post-processing workflow.
  • Published documentation, a demo, a StackBlitz sandbox, and a project wiki alongside the npm package.

Who uses it and how

  • WebGL and three.js developers adding screen-space effects such as bloom to a scene without writing their own framebuffer chain.
  • Teams targeting HDR-like output on desktop devices, who enable HalfFloatType frame buffers and move tone mapping out of the renderer into the pipeline.
  • Projects that need colour-managed linear workflows, setting outputColorSpace to SRGBColorSpace and letting the library follow suit.
  • Developers prototyping against the hosted demo and the StackBlitz sandbox before wiring the composer into their own render loop, which is driven by a requestAnimationFrame loop calling composer.render().
  • Consumers of the npm package tracking the CI workflow, version badge, and open issues (30 at the time of writing) when upgrading.

Getting started

Install the library together with its peer dependency using npm install three postprocessing, then create an EffectComposer, add a RenderPass and an EffectPass, and call composer.render() from your animation loop.

How it compares

This registry lists no comparable or competing tools alongside it, so postprocessing stands alone here.

When to use it — and when not

It assumes you already run a three.js WebGL renderer and are willing to adopt the required configuration: antialiasing, stencil, and depth buffers off, renderer tone mapping set to NoToneMapping, and effects arranged explicitly in the pipeline. Be aware of the stated quality trade-off — the default UnsignedByteType sRGB buffers clamp colours to [0.0, 1.0] and can produce noticeable banding in dark scenes unless you opt into HalfFloatType, which costs hardware support and efficiency. The repository has 30 open issues, and the licence is Zlib.

project readme (upstream, from github) — read inline

Post Processing

CI Version

A post processing library for three.js.

Demo · Sandbox · Documentation · Wiki

Installation

This library requires the peer dependency three.

npm install three postprocessing

Usage

Post 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:

import { WebGLRenderer } from "three";

const renderer = new WebGLRenderer({
	powerPreference: "high-performance",
	antialias: false,
	stencil: false,
	depth: false
});

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.

import { BloomEffect, EffectComposer, EffectPass, RenderPass } from "postprocessing";

const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
composer.addPass(new EffectPass(camera, new BloomEffect()));

requestAnimationFrame(function render() {

	requestAnimationFrame(render);
	composer.render();

});

Output Color Space

New applications should follow a linear workflow for color management and postprocessing supports this automatically. Simply set WebGLRenderer.outputColorSpace to SRGBColorSpace and postprocessing will follow suit.

Postprocessing uses UnsignedByteType sRGB frame buffers to store intermediate results. This is a trade-off between hardware support, efficiency and quality since linear results normally require at least 12 bits per color channel to prevent color degradation and banding. With low precision sRGB buffers, colors will be clamped to [0.0, 1.0] and information loss will shift to the darker spectrum which leads to noticable banding in dark scenes. Linear, high precision HalfFloatType buffers don't have these issues and are the preferred option for HDR-like workflows on desktop devices. You can enable high precision frame buffers as follows:

import { HalfFloatType } from "three";

const composer = new EffectComposer(renderer, {
	frameBufferType: HalfFloatType
});

Tone Mapping

Tone mapping is the process of converting HDR colors to LDR output colors. When using postprocessing, the toneMapping setting on the renderer should be set to NoToneMapping (default) and high precision frame buffers should be enabled. Otherwise, colors will be mapped to [0.0, 1.0] at the start of the pipeline. To enable tone mapping, use a ToneMappingEffect at the end of the pipeline.

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.

Performance

This 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.

Performance Test

Included Effects

The total demo download size is about 60 MB.

Custom Effects

If you want to learn how to create custom effects or passes, please check the Wiki.

Contributing

Please refer to the contribution guidelines for details.

License

This 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.

Frequently asked questions

Is postprocessing free to use?

postprocessing is open source under the Zlib licence. There is no licence fee and no seat count — you can self-host it or, where the project offers one, pay a vendor for a managed version instead.

What does postprocessing do?

A post processing library for three.js.

What is postprocessing written in?

postprocessing is primarily written in JavaScript. Its source is publicly available at https://github.com/pmndrs/postprocessing, and it has 2,874 GitHub stars.