Was following the three.js how to use post processing guide but wasn’t sure where to include the setup of a postprocessing composer, any tips on where to add that into what Needle spits out? I saw there was one scene.js that has the function animate() lines I need to reference but I’m not sure that’s what ends up in the build
For quick testing add ?postfx to your url params, it should create a EffectComposer (havent tested in quite some time tho) - you should also be able to set the composer yourself (this.context.composer = new EffectComposer(this.context.renderer))
Make sure to setup a scene RenderPass too like so (taken from the context implementation line 489)
@ROBYER1 just as a reminder, depending on your target devices any kind of posteffects kill framerate immediately. Especially on mobile + AR or VR devices. Same as in regular Unity
Should think thrice if you really want post effects or if you want e.g. a bloom effect around bright lights - which can easily be emulated with some additive quads.
Thanks for the tips, I’ve been very particular on finding out what the target devices the clients intend to show the content on, fortunately for this project with bloom it is a desktop target but it’s going to be a very minimal use of bloom for optimization reasons.