We talked about a lot of different postprocessing options in this chapter. As you saw, creating THREE.EffectComposer
and chaining passes together is actually very easy. You just have to keep in mind a few things. Not all passes output to the screen. If you want to output to the screen, you can always use THREE.ShaderPass
with THREE.CopyShader
. The sequence in which you add passes to a composer is important. Effects are applied in that sequence. If you want to reuse the result from a specific THREE.EffectComposer
instance, you can do this by using THREE.TexturePass
. When you have more than one THREE.RenderPass
in your THREE.EffectComposer
, make sure to set the clear
property to false
. If not, you'll only see the output from the last THREE.RenderPass
step. If you only want to apply an effect to a specific object, you can use THREE.MaskPass
. When you're done with the mask, clear the mask with THREE.ClearMaskPass
. Besides the standard passes provided by Three.js, there are also a large...
Learning Three.js - the JavaScript 3D Library for WebGL
By :
Learning Three.js - the JavaScript 3D Library for WebGL
By:
Overview of this book
Table of Contents (20 chapters)
Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Creating Your First 3D Scene with Three.js
Basic Components That Make Up a Three.js Scene
Working with the Different Light Sources Available in Three.js
Working with Three.js Materials
Learning to Work with Geometries
Advanced Geometries and Binary Operations
Particles, Sprites, and the Point Cloud
Creating and Loading Advanced Meshes and Geometries
Animations and Moving the Camera
Loading and Working with Textures
Custom Shaders and Render Postprocessing
Adding Physics and Sounds to Your Scene
Index
Customer Reviews