Five steps: 1. Create a Composer so you could add all kinds of Pass in. It's like adding all kinds of lens filters (Pass) to a camera (Composer). var composer = new THREE.EffectComposer(webGLRenderer); 2. Decide what content you want to shoot, and feed it to the camera (Composer): //content stream is composed of "scene" and "camera" var renderPass = new THREE.RenderPass(scene, camera); composer.addPass(renderPass); 3.