@mesmotronic/three-retropass
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RetroPass applies a retro aesthetic to your Three.js project, emulating the visual style of classic 8-bit and 16-bit games
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# RetroPass for Three.js
Inspired by [STDOOM](https://github.com/indyjo/STDOOM), RetroPass is a WebGL post-processing effect for Three.js that enables you to give your project a retro look and feel, with pixelation and colour quantisation for a nostalgic, low-res aesthetic — ideal for games or apps evoking classic video game vibes.
Specify any number of colours up to 4096 to create a performance optimised (quantised cube) palette, or create a custom palette of any size from 2 to 4096 colours.
[See it in action.](https://mesmotronic.github.io/three-retropass/)
## Installation
```bash
npm install /three-retropass
```
Requires `three` as a peer dependency.
## Usage
### WebGL
Here’s an example of how to use RetroPass in your Three.js project, showing a basic scene with a retro effect at 320x200 resolution with 16 colours and dithering enabled.
```javascript
import * as THREE from "three";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { RetroPass } from "@mesmotronic/three-retropass";
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Composer setup
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// Add RetroPass
const retroPass = new RetroPass({ resolution: new THREE.Vector2(320, 200), colorCount: 16, dithering: true });
composer.addPass(retroPass);
// Render loop
function animate() {
requestAnimationFrame(animate);
composer.render();
}
animate();
```
### WebGPU
Here's the equivalent example using RetroPass as a TSL node with WebGPURenderer and RenderPipeline.
```javascript
import * as THREE from "three";
import { WebGPURenderer, RenderPipeline } from "three/webgpu";
import { pass } from "three/tsl";
import { retroPass } from "@mesmotronic/three-retropass/webgpu";
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new WebGPURenderer();
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Post processing setup
const scenePass = pass(scene, camera);
const retroNode = retroPass(scenePass.getTextureNode(), {
resolution: new THREE.Vector2(320, 200),
colorCount: 16,
dithering: true,
});
const renderPipeline = new RenderPipeline(renderer);
renderPipeline.outputNode = retroNode;
// Render loop
async function animate() {
requestAnimationFrame(animate);
await renderPipeline.renderAsync();
}
animate();
```
Properties can be updated at any time:
```javascript
retroNode.colorCount = 4;
retroNode.dithering = false;
retroNode.inverted = true;
```
## API Reference
| Name | Description | Constructor | Property |
| --------------------- | ------------------------------------------------------------------- | ----------- | -------- |
| `resolution` | `THREE.Vector2` specifying the resolution of the retro effect. | ✓ | ✓ |
| `autoResolution` | `Boolean` to enable or disable automatic resolution handling. | ✓ | ✓ |
| `pixelRatio` | `Number` for the pixel ratio, overrides resolution if set. | ✓ | ✓ |
| `colorCount` | `Number` indicating the number of colours in the palette. | ✓ | ✓ |
| `colorPalette` | Array of `THREE.Color` objects defining the colour palette. | ✓ | ✓ |
| `dithering` | `Boolean` to enable or disable dithering. | ✓ | ✓ |
| `ditheringOffset` | `Number` controlling the dithering offset. | ✓ | ✓ |
| `autoDitheringOffset` | `Boolean` to enable or disable automatic dithering offset handling. | ✓ | ✓ |
## Screenshots
Example screenshots using default palettes with [Littlest Tokyo](https://artstation.com/artwork/1AGwX) by
[Glen Fox](https://artstation.com/glenatron), CC Attribution.

Original

320x200 2 colours (monochrome)

320x200 4 colours (CGA mode 1)

320x200 16 colours (MS VGA)

320x200 256 colours (web safe)
320x200 256 colours (web safe)
## License
This project is licensed under the BSD 2-Clause License - see the [LICENSE](LICENSE) file for details.
Copyright (c) 2025, Mesmotronic Limited