home / skills / bbeierle12 / skill-mcp-claude / postfx-router

postfx-router skill

/skills/postfx-router

This skill routes and configures post-processing effects for Three.js scenes, optimizing the pipeline and coordinating bloom, effects, and composer setup.

npx playbooks add skill bbeierle12/skill-mcp-claude --skill postfx-router

Review the files below or copy the command above to add this skill to your agents.

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SKILL.md
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---
name: postfx-router
description: Router for Three.js post-processing effects domain. Use when implementing visual effects like bloom, glow, chromatic aberration, vignette, depth of field, color grading, or any screen-space effects. Routes to 3 specialized skills for bloom, effects, and composer setup.
---

# Post-Processing Router

Routes to 3 specialized skills based on post-processing requirements.

## Routing Protocol

1. **Classify** — Identify effect type from user request
2. **Match** — Apply signal matching rules below
3. **Combine** — Most production scenes need 2-3 skills together
4. **Load** — Read matched SKILL.md files before implementation

## Quick Route

### Tier 1: Core (Start Here)
| Need | Skill | Signals |
|------|-------|---------|
| Pipeline setup, effect ordering | `postfx-composer` | EffectComposer, setup, pipeline, render target, custom pass, multi-pass |
| Glow, luminance effects | `postfx-bloom` | bloom, glow, neon, emissive, luminance, UnrealBloom, selective bloom |
| Cinematic polish, color | `postfx-effects` | vignette, chromatic, DOF, grain, color grade, LUT, aberration |

## Signal Matching

### Primary Signals

**postfx-composer** (always start here for new projects):
- "set up post-processing"
- "configure effect pipeline"
- "create custom effect/pass"
- "render targets", "effect ordering"

**postfx-bloom**:
- "bloom", "glow", "luminance", "neon", "emissive"
- "selective bloom", "object glow", "UnrealBloomPass"

**postfx-effects**:
- "chromatic aberration", "vignette", "depth of field", "DOF"
- "film grain", "noise", "color grading", "LUT", "tone mapping"
- "scanlines", "CRT", "god rays"

### Confidence Scoring

- **High (3+ signals)** — Route directly to matched skill
- **Medium (1-2 signals)** — Route with composer as foundation
- **Low (0 signals)** — Start with `postfx-composer` for setup

## Common Combinations

### Basic Post-Processing Setup (2 skills)
```
postfx-composer → Pipeline architecture, effect ordering
postfx-bloom    → Basic glow effects
```

### Cinematic Scene (3 skills)
```
postfx-composer → Pipeline setup, tone mapping
postfx-bloom    → Subtle glow on lights
postfx-effects  → Vignette, grain, color grading
```

### Neon/Cyberpunk Aesthetic (2 skills)
```
postfx-bloom    → High-intensity selective bloom
postfx-effects  → Chromatic aberration, vignette
```

### Custom Effect Development (1-2 skills)
```
postfx-composer → Custom Effect class, shader writing
postfx-effects  → Reference existing effects
```

## Decision Table

| Effect Type | Complexity | Primary Skill | Supporting Skill |
|-------------|------------|---------------|------------------|
| Glow/bloom only | Simple | bloom | composer |
| Cinematic look | Medium | effects | composer + bloom |
| Custom effect | Complex | composer | - |
| Selective bloom | Medium | bloom | composer |
| Color grading | Simple | effects | composer |
| Full production | Complex | All three | - |

## Effect Categories

### Lighting Effects → postfx-bloom
- Bloom/glow, selective bloom, emissive enhancement, HDR luminance

### Camera Effects → postfx-effects
- Chromatic aberration, vignette, depth of field, lens distortion

### Color Effects → postfx-effects
- Tone mapping, color grading, LUT, hue/saturation

### Texture Effects → postfx-effects
- Film grain, noise, scanlines, CRT

### Architecture → postfx-composer
- EffectComposer setup, effect ordering, custom effects, render targets

## Integration with Other Domains

### With R3F (r3f-*)
```
r3f-fundamentals → Scene setup
postfx-composer  → Effect pipeline
postfx-bloom     → Object glow
```

### With Shaders (shaders-*)
```
shaders-glsl     → Custom effect shader code
postfx-composer  → Wrap in Effect class
```

### With Particles (particles-*)
```
particles-systems → Particle emitters
postfx-bloom      → Particle glow
postfx-effects    → Atmosphere
```

### With Audio (audio-*)
```
audio-analysis    → Frequency data
postfx-bloom      → Audio-reactive bloom
postfx-effects    → Audio-reactive aberration
```

## Quick Reference

| Effect | Skill |
|--------|-------|
| Bloom | `postfx-bloom` |
| Selective Bloom | `postfx-bloom` |
| Vignette | `postfx-effects` |
| Chromatic Aberration | `postfx-effects` |
| Depth of Field | `postfx-effects` |
| Film Grain/Noise | `postfx-effects` |
| Color Grading | `postfx-effects` |
| LUT | `postfx-effects` |
| Tone Mapping | `postfx-effects` |
| Custom Effects | `postfx-composer` |
| Render Targets | `postfx-composer` |

## Temporal Collapse Stack

```
postfx-composer → HDR pipeline, tone mapping, adaptive quality
postfx-bloom    → Cosmic glow on digits, particles, UI
postfx-effects  → Vignette (void edge), subtle chromatic, grain
```

## Fallback Behavior

- **No framework context** → Assume @react-three/postprocessing
- **Unclear effect type** → Start with `postfx-composer` + `postfx-bloom`
- **Performance concerns** → Prioritize `postfx-composer` optimization patterns

Overview

This skill is a router for Three.js post-processing effects that directs requests to the right specialized skill for bloom, general effects, or composer/pipeline setup. It simplifies decision-making when implementing screen-space effects like bloom, chromatic aberration, vignette, DOF, and color grading. Use it to map high-level intent to focused implementations and common skill combinations.

How this skill works

It classifies incoming requests by detecting key signals (e.g., "bloom", "vignette", "effect composer") and matches them to one of three target skills: composer, bloom, or effects. It applies simple confidence scoring (high/medium/low) based on number of signals and suggests combining skills when scenes need multiple layers. It also provides fallback guidance and common combinations for production-ready pipelines.

When to use it

  • Starting a new post-processing pipeline or ordering effects
  • Adding glow/luminance or selective bloom to a scene
  • Applying cinematic touches: vignette, grain, color grading, DOF
  • Creating custom passes or writing an Effect class/shader
  • Optimizing or structuring multiple screen-space effects together

Best practices

  • Always start new projects with the composer route to define ordering and render targets
  • Combine 2–3 skills for production scenes (composer + bloom + effects) rather than many isolated passes
  • Use signal counts: 3+ signals → direct route; 1–2 signals → route via composer; 0 signals → default to composer
  • Prefer selective bloom for object-specific glow to limit performance cost
  • When performance is a concern, prioritize composer optimizations (render target formats, adaptive quality) before adding expensive effects

Example use cases

  • Basic pipeline: use postfx-composer for EffectComposer setup, then postfx-bloom for soft glow
  • Cinematic scene: composer for tone mapping, bloom for emissive highlights, effects for vignette and film grain
  • Neon/cyberpunk: postfx-bloom for high-intensity selective bloom plus postfx-effects for chromatic aberration
  • Custom effect development: composer to wrap a custom Effect class and shader; consult effects skill for reference implementations
  • Audio-reactive visuals: feed frequency data to bloom and aberration for synchronized glow and color shifts

FAQ

What if the request is vague and has no clear signal?

When signals are absent or unclear, route to postfx-composer first to establish pipeline and then add bloom or effects as needed.

Can I use multiple skills together?

Yes — common production patterns combine composer + bloom + effects. The router recommends combinations and ordering to avoid conflicts and performance issues.