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yawn/docs/guide/post-processing.md
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Ampandheaust 9768765d74 Replace addons with conventional handles
Provide the single-loadout Scene API, SAB-backed meshes, cameras, materials, lights, workers, post effects, and tutorial playgrounds. Batch matching row growth so active GPU loadouts refresh once.

Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
2026-08-20 06:39:30 +00:00

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Post processing

Post-process handles insert or remove graph passes. Intermediate HDR textures are transient and compatible non-overlapping lifetimes alias the same physical allocation.

const ssao = new SSAO(scene, { amount: 0.8 });
const exposure = new DynamicExposure(scene, { exposure: 1.1 });
const grade = new ColorGrading(scene, { toneMap: "aces", amount: 1.0 });
const fxaa = new FXAA(scene);

await Promise.all([ssao.ready, exposure.ready, grade.ready, fxaa.ready]);

Every effect is optional:

await ssao.setEnabled(false);
await grade.update({ toneMap: "reinhard" });
await fxaa.dispose();

Also available:

const outline = new Silhouette(scene, { amount: 1 });
const edgeImage = new Edges(scene, { amount: 2, enabled: false });
await edgeImage.setEnabled(true);

The final present pass tone-maps HDR to the canvas. ColorGrading supports aces, reinhard, and linear tone maps.

<script setup> import Playground from "../.vitepress/Playground.vue"; </script>