ThreeJS Postprocessing Pixelation renders a tiny 3D diorama and then crushes the whole picture down into chunky retro pixels, like a modern scene squeezed through an old console's video output.
How it works. The scene — two tilted cubes, a checkerboard floor and a glowing blue crystal that gently bobs and pulses — is drawn through an effect composer, a pipeline that post-processes the rendered image before it reaches the screen. A pixelation pass renders everything at a low internal resolution and snaps it onto a coarse grid of square pixels, then optionally traces crisp single-pixel outlines by comparing the surface normals and depth of neighbouring pixels so edges read cleanly. A pixel-aligned camera keeps the grid locked in place as you move, so the pixels stay steady instead of shimmering.
How you interact:
- Orbit the scene — drag to rotate and pinch or scroll to zoom the diorama.
- Pixel size — a slider scales the pixels from fine (1) to blocky (16).
- Edge outlines — separate normal-edge and depth-edge sliders control how strongly the retro outlines are drawn.
- Pixel-aligned panning — toggle whether the camera snaps to the pixel grid.
- Full screen — fills the display.
A self-contained three.js post-processing demo, rendered live on the Switch GPU completely offline.

