@scenoco-three/postfx
v0.5.4
Published
Render settings and post-processing effects for SceNoCo: ToneMapping, Shadows, Bloom, Vignette.
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@scenoco-three/postfx
How a frame is drawn — the tags a *.render.xml document is written from, for
SceNoCo.
npm i @scenoco-three/postfx<!-- assets/render/neon.render.xml -->
<Render>
<Fog color="#05070d" near="20" far="46" />
<ToneMapping curve="ACESFilmicToneMapping" exposure="1.05" />
<Shadows />
<Bloom strength="0.5" radius="0.45" threshold="0.5" />
</Render><Scene render="../render/neon.render.xml"> … </Scene>Tags
| Tag | What it does |
| --- | --- |
| <ToneMapping> | curve (default ACESFilmicToneMapping), exposure |
| <Shadows> | enabled, type (default PCFSoftShadowMap) |
| <Bloom> | strength, radius, threshold — how bright a pixel must be before it glows, where 1 is white |
| <Vignette> | offset, darkness |
<Fog> in the example is three.js's own class, not one of these: the render document takes any tag
the compiler can resolve, and three's vocabulary is read from its declarations.
Each tag is an Effect — a class whose public fields are its attributes, exactly like a
component's — which either configures the renderer or contributes a post-processing pass.
An effect is on because the element is there. There is no value meaning "off"; you delete the line. Tuning a game's look is one file.
A scene that names no render document gets three.js's defaults, and a project that never writes one never loads the postprocessing addons.
