
r3f-postprocessing
PopularConfigure React Three Fiber postprocessing, bloom, selection effects, ambient occlusion, and depth of field. Use for composer pipelines and screen-space effects, rather than mesh material shaders.
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Configure React Three Fiber postprocessing, bloom, selection effects, ambient occlusion, and depth of field. Use for composer pipelines and screen-space effects, rather than mesh material shaders.
React Three Fiber postprocessing
Check the actual renderer and package peer dependencies first. This example targets Fiber 9.7 / React 19 with @react-three/postprocessing 3.1 and postprocessing 6.39 on WebGL. Do not combine arbitrary newest package versions or silently upgrade a project.
Choose the pipeline
- The React postprocessing composer here is for WebGL. Three.js WebGPURenderer uses node effects and
RenderPipelineon r183+; verify that backend separately. - Let one owner render the final scene. EffectComposer uses a positive frame priority; an additional manual
gl.rendercan overwrite or duplicate its output. - Ordinary Bloom can isolate bright surfaces via an HDR threshold. Use SelectiveBloom only when actual object selection is required; it adds work.
Actual selected-object bloom
Mount beneath Canvas. Click the left box to toggle selection. Both boxes are bright, but only the selected object contributes to this bloom pass.
import { useMemo, useRef, useState } from 'react'
import { EffectComposer, Select, Selection, SelectiveBloom, ToneMapping } from '@react-three/postprocessing'
import { ToneMappingMode } from 'postprocessing'
import type { DirectionalLight } from 'three'
export default function Example() {
const light = useRef<DirectionalLight>(null)
const lights = useMemo(() => [light], [])
const [selected, setSelected] = useState(true)
return (
<Selection>
<directionalLight ref={light} position={[0, 3, 5]} intensity={2} />
<Select enabled={selected}>
<mesh name="bloom-selected" position={[-1.2, 0, 0]} onClick={() => setSelected((value) => !value)}>
<boxGeometry args={[0.7, 0.7, 0.7]} />
<meshStandardMaterial color="black" emissive="white" emissiveIntensity={3} />
</mesh>
</Select>
<mesh name="bloom-control" position={[1.2, 0, 0]}>
<boxGeometry args={[0.7, 0.7, 0.7]} />
<meshStandardMaterial color="black" emissive="white" emissiveIntensity={3} />
</mesh>
<EffectComposer multisampling={0}>
<SelectiveBloom lights={lights} luminanceThreshold={0} intensity={2} mipmapBlur />
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
</EffectComposer>
</Selection>
)
}
Color, selection, and refs
- Selection/Select provide selection to effects that support it, such as Outline and SelectiveBloom. Wrapping ordinary Bloom in Selection does not make Bloom respect selected objects.
- Supply SelectiveBloom's relevant lights and keep selection layers coordinated with other layer uses. Test an equally bright unselected object, not only a dark background.
- Bloom operates on brightness before final tone mapping. Use emissive/HDR values and a meaningful threshold; do not flatten the whole scene to force a glow.
- This composer disables renderer tone mapping; use a ToneMapping effect for the intended final appearance. Keep bloom/HDR effects before tone mapping, and avoid duplicate output conversion.
ref.currentbecoming non-null does not trigger a React render. Do not gate the initial mounting of an effect on a ref assignment alone; use supported refs or callback-ref state where an object is needed reactively.
Depth and effect-specific requirements
- SSAO in this wrapper needs
<EffectComposer enableNormalPass>; enable extra buffers only for effects that require them. Check the installed effect's source/types if docs and behavior disagree. - DepthOfField
targetis a world position (vector/tuple), not a mesh ref.focusDistance={0}is not a universal autofocus switch; use a supported target or Autofocus helper. - Some effect props accept Three.js Vector2/Vector3 instances rather than tuples. Type-check against the installed wrapper; don't transfer JSX coercion assumptions to arbitrary React components.
- Alpha-blended surfaces, depth, selection, and multisampling interact. Test the actual transparent/transmissive scene rather than relying on opaque-box screenshots.
Performance and custom effects
- Begin with few effects and modest DPR/resolution. Choose an anti-aliasing strategy deliberately; avoid blindly stacking MSAA, SMAA, and FXAA.
- Effect count is not identical to pass count: compatible effects can be merged. Convolution/depth effects and auxiliary buffers can still be expensive; measure GPU cost.
- Prefer supported wrapper components. For a custom postprocessing Effect, follow
mainImage/mainUv, uniforms, input-buffer, and effect-attribute contracts; a UV-changing effect needs the appropriate convolution declaration. - Give custom Effect instances explicit cleanup ownership. Do not use
dispose={null}without an owner, or dispose a shared effect from one consumer. - Check dynamic prop support after updates: construction-only settings may recreate an effect. Do not rebuild the composer each frame to animate a uniform.
Verify
Render the full pipeline, toggle effects/selection, resize, and unmount/remount under Strict Mode. Confirm selected-only behavior and final color output; TypeScript cannot prove either.
Sources
- Selection, SelectiveBloom, Bloom.
- Released wrapper source — composer, SSAO, refs, and target types.
- Postprocessing, Three.js migration guide.





