Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Bbeierle12/Skill-MCP-Claude --skill postfx-composergit clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-ClaudeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/postfx-composer)<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/postfx-composer"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/postfx-composer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/postfx-composer"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/postfx-composer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00050 | $0.01989 |
| Opus 5 | $0.00025 | $0.00994 |
| Sonnet 5 | $0.00010 | $0.00398 |
| Haiku 4.5 | $0.00005 | $0.00199 |
Grade A, and why
postfx-composer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 307 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Post-Processing Composer
EffectComposer architecture, render pipelines, and custom pass creation.
Quick Start
npm install @react-three/postprocessing postprocessing three
import { Canvas } from '@react-three/fiber';
import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing';
function App() {
return (
<Canvas>
<Scene />
<EffectComposer>
<Bloom intensity={1} />
<Vignette darkness={0.5} />
</EffectComposer>
</Canvas>
);
}
Core Concepts
Render Pipeline Flow
Scene Render → EffectComposer → Effect 1 → Effect 2 → ... → Screen
↓
[Render Target A] → [Render Target B] → [Screen]
EffectComposer Configuration
import { EffectComposer } from '@react-three/postprocessing';
import { HalfFloatType } from 'three';
function PostProcessing() {
return (
<EffectComposer
enabled={true}
depthBuffer={true}
stencilBuffer={false}
multisampling={8}
frameBufferType={HalfFloatType}
>
{/* Effects processed in order */}
</EffectComposer>
);
}
Effect Ordering
Recommended Order
<EffectComposer>
{/* 1. Scene modification (needs scene data) */}
<SSAO />
<DepthOfField />
{/* 2. Lighting/color effects */}
<Bloom />
<ToneMapping />
{/* 3. Color grading */}
<HueSaturation />
<BrightnessContrast />
<LUT />
{/* 4. Screen-space effects */}
<ChromaticAberration />
<Vignette />
{/* 5. Noise/grain (always last) */}
<Noise />
</EffectComposer>
Why Order Matters
// WRONG: Bloom after color grading reduces glow
<EffectComposer>
<HueSaturation saturation={-0.5} />
<Bloom intensity={2} />
</EffectComposer>
// CORRECT: Bloom before color grading
<EffectComposer>
<Bloom intensity={2} />
<HueSaturation saturation={-0.5} />
</EffectComposer>
Conditional Effects
Toggle Effects at Runtime
function DynamicEffects({ enableBloom, enableDOF }) {
return (
<EffectComposer>
{enableBloom && <Bloom luminanceThreshold={0.2} intensity={1.5} />}
{enableDOF && <DepthOfField focusDistance={0.02} focalLength={0.05} />}
<Vignette darkness={0.4} />
</EffectComposer>
);
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 307 lines · 50 tokens per session scan A 034205073926
postfx-composer is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed today), licensed MIT. It adds 50 tokens to every session and 1,989 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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