EffectComposer
The EffectComposer must wrap all your effects. It will manage them for you.
<EffectComposer
enabled?: boolean
depthBuffer?: boolean
enableNormalPass?: boolean
stencilBuffer?: boolean
autoClear?: boolean
/** Whether the last pass automatically renders to the screen. Set to `false` when rendering to a target of your own (e.g. via a trailing CopyPass) instead. */
autoRenderToScreen?: boolean
multisampling?: number
frameBufferType?: TextureDataType
/** For effects that support DepthDownsamplingPass */
resolutionScale?: number
renderPriority?: number
camera?: THREE.Camera
scene?: THREE.Scene
/** Constructs the initial pass that renders the scene - override to substitute your own RenderPass-like implementation. Defaults to `(scene, camera) => new RenderPass(scene, camera)`. */
renderPass?: (scene: THREE.Scene, camera: THREE.Camera) => Pass
/** Controls how effects are merged into EffectPass instances. `'auto'` (default) merges consecutive effects into one pass, keeping at most one convolution effect (e.g. DepthOfField) per pass - matching what postprocessing actually supports. `'all'` merges without that limit - only enable it if you've verified your specific combination works, since multiple convolution effects sharing a pass throws at render time. `'none'` disables merging entirely, giving every effect its own pass. */
mergeMode?: 'auto' | 'all' | 'none'
>
{/* your effects go here */}
</EffectComposer>