📄 threejs/Addons/Postprocessing/DotScreenPass

File: DotScreenPass.md | Updated: 11/15/2025


title: DotScreenPass category: Addons layout: docs

DotScreenPass

Pass for creating a dot-screen effect.

Code Example

const pass = new DotScreenPass( new THREE.Vector2( 0, 0 ), 0.5, 0.8 );
composer.addPass( pass );

Import

DotScreenPass is an addon, and must be imported explicitly, see Installation#Addons.

import { DotScreenPass } from 'three/addons/postprocessing/DotScreenPass.js';

Constructor

new DotScreenPass( center : Vector2, angle : number, scale : number )

Constructs a new dot screen pass.

center | The center point.
---|---
angle | The rotation of the effect in radians.
scale | The scale of the effect. A higher value means smaller dots.

Properties

.material : ShaderMaterial

The pass material.

.uniforms : Object

The pass uniforms. Use this object if you want to update the center, angle or scale values at runtime.

pass.uniforms.center.value.copy( center );
pass.uniforms.angle.value = 0;
pass.uniforms.scale.value = 0.5;

Methods

.dispose()

Frees the GPU-related resources allocated by this instance. Call this method whenever the pass is no longer used in your app.

Overrides: Pass#dispose

.render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean )

Performs the dot screen pass.

renderer | The renderer.
---|---
writeBuffer | The write buffer. This buffer is intended as the rendering destination for the pass.
readBuffer | The read buffer. The pass can access the result from the previous pass from this buffer.
deltaTime | The delta time in seconds.
maskActive | Whether masking is active or not.

Overrides: Pass#render

Source

examples/jsm/postprocessing/DotScreenPass.js