AgentSkillsCN

postfx-bloom

使用 Three.js 的 UnrealBloomPass 结合 React Three Fiber 实现光晕与发光效果。适用于在实现发光、光晕、基于亮度的效果、对特定网格进行选择性光晕处理,或打造霓虹灯与空灵光影时使用。对于赛博朋克美学、能量特效、魔法咒语,以及 UI 发光效果而言,这一技术不可或缺。

SKILL.md
--- frontmatter
name: postfx-bloom
description: Bloom and glow effects using Three.js UnrealBloomPass with React Three Fiber. Use when implementing glow, bloom, luminance-based effects, selective bloom on specific meshes, or neon/ethereal lighting. Essential for cyberpunk aesthetics, energy effects, magic spells, and UI glow.

Post-Processing Bloom

Bloom effects using UnrealBloomPass for luminance-based glow and selective object bloom.

Quick Start

bash
npm install three @react-three/fiber @react-three/postprocessing
tsx
import { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom } from '@react-three/postprocessing';

function Scene() {
  return (
    <Canvas>
      <mesh>
        <sphereGeometry args={[1, 32, 32]} />
        <meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
      </mesh>

      <EffectComposer>
        <Bloom
          luminanceThreshold={0.2}
          luminanceSmoothing={0.9}
          intensity={1.5}
        />
      </EffectComposer>
    </Canvas>
  );
}

Core Concepts

How Bloom Works

  1. Threshold — Pixels brighter than threshold are extracted
  2. Blur — Extracted pixels are blurred in multiple passes
  3. Composite — Blurred result is added back to original image

Key Parameters

ParameterRangeDescription
luminanceThreshold0-1Brightness cutoff for bloom (lower = more glow)
luminanceSmoothing0-1Softness of threshold transition
intensity0-10Bloom brightness multiplier
radius0-1Blur spread/size
levels1-9Blur quality/iterations

Patterns

Cosmic Glow Effect

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

function CosmicBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.1}
        luminanceSmoothing={0.9}
        intensity={2.5}
        radius={0.8}
        kernelSize={KernelSize.LARGE}
        mipmapBlur
      />
    </EffectComposer>
  );
}

Neon Cyberpunk Bloom

tsx
// High-contrast neon with sharp falloff
function NeonBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.4}
        luminanceSmoothing={0.2}
        intensity={3.0}
        radius={0.4}
        mipmapBlur
      />
    </EffectComposer>
  );
}

// Emissive material for neon objects
function NeonTube({ color = '#FF00FF' }) {
  return (
    <mesh>
      <cylinderGeometry args={[0.05, 0.05, 2]} />
      <meshStandardMaterial
        emissive={color}
        emissiveIntensity={4}
        toneMapped={false}
      />
    </mesh>
  );
}

Selective Bloom with Layers

tsx
import { useRef } from 'react';
import { useThree } from '@react-three/fiber';
import { EffectComposer, SelectiveBloom } from '@react-three/postprocessing';

function SelectiveGlow() {
  const glowRef = useRef();

  return (
    <>
      {/* Non-blooming object */}
      <mesh position={[-2, 0, 0]}>
        <boxGeometry />
        <meshStandardMaterial color="#333" />
      </mesh>

      {/* Blooming object */}
      <mesh ref={glowRef} position={[2, 0, 0]}>
        <sphereGeometry args={[0.5, 32, 32]} />
        <meshStandardMaterial
          emissive="#00F5FF"
          emissiveIntensity={3}
        />
      </mesh>

      <EffectComposer>
        <SelectiveBloom
          selection={glowRef}
          luminanceThreshold={0.1}
          intensity={2}
          mipmapBlur
        />
      </EffectComposer>
    </>
  );
}

Multi-Selection Bloom

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

function MultiSelectBloom() {
  return (
    <Selection>
      {/* Non-blooming */}
      <mesh position={[-2, 0, 0]}>
        <boxGeometry />
        <meshStandardMaterial color="#333" />
      </mesh>

      {/* Blooming objects wrapped in Select */}
      <Select enabled>
        <mesh position={[0, 0, 0]}>
          <sphereGeometry args={[0.5]} />
          <meshStandardMaterial emissive="#00F5FF" emissiveIntensity={2} />
        </mesh>
      </Select>

      <Select enabled>
        <mesh position={[2, 0, 0]}>
          <octahedronGeometry args={[0.5]} />
          <meshStandardMaterial emissive="#FF00FF" emissiveIntensity={2} />
        </mesh>
      </Select>

      <EffectComposer>
        <SelectiveBloom
          luminanceThreshold={0.1}
          intensity={1.5}
          mipmapBlur
        />
      </EffectComposer>
    </Selection>
  );
}

Animated Bloom Intensity

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

function PulsingBloom() {
  const bloomRef = useRef();

  useFrame(({ clock }) => {
    if (bloomRef.current) {
      const pulse = Math.sin(clock.elapsedTime * 2) * 0.5 + 1.5;
      bloomRef.current.intensity = pulse;
    }
  });

  return (
    <EffectComposer>
      <Bloom
        ref={bloomRef}
        luminanceThreshold={0.2}
        intensity={1.5}
        mipmapBlur
      />
    </EffectComposer>
  );
}

Audio-Reactive Bloom

tsx
function AudioReactiveBloom({ audioData }) {
  const bloomRef = useRef();

  useFrame(() => {
    if (bloomRef.current && audioData) {
      // Map bass frequency (0-255) to bloom intensity (1-4)
      const bassLevel = audioData[0] / 255;
      bloomRef.current.intensity = 1 + bassLevel * 3;

      // Map mid frequencies to threshold
      const midLevel = audioData[4] / 255;
      bloomRef.current.luminanceThreshold = 0.1 + (1 - midLevel) * 0.3;
    }
  });

  return (
    <EffectComposer>
      <Bloom
        ref={bloomRef}
        luminanceThreshold={0.2}
        intensity={1.5}
        mipmapBlur
      />
    </EffectComposer>
  );
}

Emissive Materials

Standard Emissive Setup

tsx
// For bloom to work, objects need emissive materials
function GlowingSphere({ color = '#00F5FF', intensity = 2 }) {
  return (
    <mesh>
      <sphereGeometry args={[1, 32, 32]} />
      <meshStandardMaterial
        color="#000"
        emissive={color}
        emissiveIntensity={intensity}
        toneMapped={false}  // Important: prevents HDR clamping
      />
    </mesh>
  );
}

Emissive with Texture

tsx
import { useTexture } from '@react-three/drei';

function EmissiveTextured() {
  const emissiveMap = useTexture('/glow-pattern.png');

  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      <meshStandardMaterial
        emissiveMap={emissiveMap}
        emissive="#FFFFFF"
        emissiveIntensity={3}
        toneMapped={false}
      />
    </mesh>
  );
}

Shader Material with Emissive

tsx
import { shaderMaterial } from '@react-three/drei';
import { extend } from '@react-three/fiber';

const GlowMaterial = shaderMaterial(
  { uTime: 0, uColor: [0, 0.96, 1], uIntensity: 2.0 },
  // Vertex shader
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment shader - outputs HDR values for bloom
  `
    uniform float uTime;
    uniform vec3 uColor;
    uniform float uIntensity;
    varying vec2 vUv;

    void main() {
      float pulse = sin(uTime * 2.0) * 0.3 + 0.7;
      vec3 glow = uColor * uIntensity * pulse;
      gl_FragColor = vec4(glow, 1.0);
    }
  `
);

extend({ GlowMaterial });

function PulsingGlowMesh() {
  const materialRef = useRef();

  useFrame(({ clock }) => {
    materialRef.current.uTime = clock.elapsedTime;
  });

  return (
    <mesh>
      <sphereGeometry args={[1, 32, 32]} />
      <glowMaterial ref={materialRef} toneMapped={false} />
    </mesh>
  );
}

Performance Optimization

Resolution Scaling

tsx
<EffectComposer
  multisampling={0}  // Disable MSAA for performance
>
  <Bloom
    luminanceThreshold={0.2}
    intensity={1.5}
    mipmapBlur        // More efficient blur method
    radius={0.8}
    levels={5}        // Reduce for performance (default: 8)
  />
</EffectComposer>

Mobile-Optimized Bloom

tsx
import { useDetectGPU } from '@react-three/drei';

function AdaptiveBloom() {
  const { tier } = useDetectGPU();

  const config = tier < 2
    ? { levels: 3, radius: 0.5, intensity: 1.0 }
    : { levels: 5, radius: 0.8, intensity: 1.5 };

  return (
    <EffectComposer multisampling={tier < 2 ? 0 : 4}>
      <Bloom
        luminanceThreshold={0.2}
        luminanceSmoothing={0.9}
        mipmapBlur
        {...config}
      />
    </EffectComposer>
  );
}

Temporal Collapse Theme

Bloom configuration for the New Year countdown cosmic aesthetic:

tsx
// Cosmic void with cyan/magenta glow
function TemporalCollapseBloom() {
  return (
    <EffectComposer>
      <Bloom
        luminanceThreshold={0.15}
        luminanceSmoothing={0.9}
        intensity={2.0}
        radius={0.85}
        mipmapBlur
      />
    </EffectComposer>
  );
}

// Color palette for emissive materials
const TEMPORAL_COLORS = {
  cyan: '#00F5FF',
  magenta: '#FF00FF',
  gold: '#FFD700',
  void: '#050508'
};

// Time digit with glow
function GlowingDigit({ digit, color = TEMPORAL_COLORS.cyan }) {
  return (
    <Text3D font="/fonts/cosmic.json" size={2} height={0.2}>
      {digit}
      <meshStandardMaterial
        color="#111"
        emissive={color}
        emissiveIntensity={3}
        toneMapped={false}
      />
    </Text3D>
  );
}

Troubleshooting

IssueSolution
No bloom visibleEnsure emissiveIntensity > 1 and toneMapped={false}
Bloom too subtleLower luminanceThreshold, increase intensity
Performance issuesReduce levels, enable mipmapBlur, disable multisampling
Selective bloom not workingVerify ref is passed and object has emissive material
Bloom bleeding everywhereRaise luminanceThreshold to isolate bright areas

Reference

  • See postfx-composer for EffectComposer setup patterns
  • See postfx-effects for combining bloom with other effects
  • See shaders-glsl for custom emissive shader techniques