Releases: pmndrs/postprocessing
v5.1.0
Requires three
≥ 0.87.0 ≤ 0.97.0
🎃 Halloween Release 👻
Changelog
Passes
- Added
NormalPass
for convenient scene normal rendering. - Added
DepthPass
for convenient depth rendering.
Effects
- Added
SSAOEffect
🔅 - Effect
- Removed an incorrect depth conversion. See 6af42d6. 💀
- Effects with the
DEPTH
EffectAttribute
no longer have to use the depth information in their main fragment shader. - Added
Effect.setDepthTexture(texture, depthPacking)
. Effects may override this method if they require direct access to the depth texture that is bound to the associatedEffectPass
.
- Improved
ChromaticAberrationEffect
,SMAAEffect
,GlitchEffect
andOutlineEffect
.
Materials
- EffectMaterial
- Renamed
setResolution
tosetSize
.
- Renamed
v5.0.0
Requires three
≥ 0.87.0 ≤ 0.97.0
Changelog
EffectComposer
Removed the depthTexture
constructor option. A depth texture will now be created automatically when a pass is added that relies on it. The depth texture mechanism can be controlled via the new Pass.needsDepthTexture
flag.
Passes
- ShaderPass
- Changed default input uniform name to "inputBuffer".
- Pass
- Removed
material
getter and setter. - Added
needsDepthTexture
flag. - Added
getDepthTexture()
. - Added
setDepthTexture(depthTexture, depthPacking)
.
- Removed
- Added
EffectPass
The EffectPass
creates a compound fullscreen shader to render many effects with one render operation. It replaces all fullscreen passes except for ShaderPass
.
If you did new BloomPass()
before, you now do new EffectPass(camera, new BloomEffect())
Effects
- Added
Effect
and converted most passes into effects. - Added
BlendMode
andBlendFunction
. - OutlineEffect
- Removed
alphaBlending
option. UseBlendFunction.ALPHA
for dark outlines instead.
- Removed
- Split
DotScreenPass
up into- DotScreenEffect
- ColorAverageEffect
- Split
FilmPass
up into- GridEffect
- NoiseEffect
- ScanlineEffect
- SepiaEffect
- VignetteEffect
- Added
BrigtnessContrastEffect
. - Added
ChromaticAberrationEffect
. - Added
DepthEffect
(mainly for debugging). - Added
GammaCorrectionEffect
. - Added
HueSaturationEffect
.
Materials
- Renamed
AdaptiveLuminosityMaterial
toAdaptiveLuminanceMaterial
. - Renamed
LuminosityMaterial
toLuminanceMaterial
.
v4.10.0
v4.9.0
v4.8.2
v4.8.1
v4.8.0
Requires three.js
≥ 0.89.0 ≤ 0.94.0
Changelog
-
Pass
-
Added
getFullscreenMaterial()
andsetFullscreenMaterial(Material)
. See 9b0c2c1. -
The getter
material
has been deprecated in favour ofgetFullscreenMaterial()
. -
The setter
material
has been deprecated in favour ofsetFullscreenMaterial(Material)
. -
Changed the constructor signature to
(name: String, scene: Scene, camera: Camera)
.These changes are to avoid unexpected property name collisions in custom passes. Additionally, the screen quad will now lazily be created once a fullscreen material is assigned and is no longer part of the constructor.
-
-
BloomPass, BlurPass, FilmPass, GodRaysPass, OutlinePass
- The user no longer has to call
EffectComposer.setSize()
after modifying resolution-dependent values.
- The user no longer has to call
-
BlurPass
- Added
getResolutionScale()
andsetResolutionScale(Material)
.
- Added
-
BloomPass, GodRaysPass, OutlinePass
- Added
getResolutionScale()
andsetResolutionScale(Material)
. - The getter
resolutionScale
has been deprecated in favour ofgetResolutionScale()
. - The setter
resolutionScale
has been deprecated in favour ofsetResolutionScale(Number)
.
- Added
-
FilmPass
- Added
getScanlineDensity()
andsetScanlineDensity(Number)
. - Added
getGridScale()
andsetGridScale(Number)
. - Added
getGridLineWidth()
andsetGridLineWidth(Number)
.
- Added
-
Miscellaneous
- Revised the build setup again. Readded the usual
postprocessing.js
andpostprocessing.min.js
bundles.
- Revised the build setup again. Readded the usual
v4.7.0
v4.6.0
v4.5.0
Requires three.js
≥ 0.89.0 ≤ 0.92.0
Changelog
- Pass
- The new default value of
needsSwap
istrue
. See #76. - The name of a pass should now be set via
super(name)
. - The fullscreen material can now be set via
Pass.material
.Pass.quad
has been declared private.
- The new default value of
- SMAAPass
- Fixed a bug where the antialising effect would break if the clear color of the renderer wasn't black. See #80.
- TexturePass
- Use
CombineMaterial
instead ofCopyMaterial
. See #81. - Added opacity options for the destination and source colors (input buffer and texture).
- Use
- BloomPass, GodRaysPass, OutlinePass
- Added a
blend
option to prevent the final overlay texture from being applied to the input buffer.
- Added a