# jME3 Effects -- Overview

jME3 supports two types of effects, post-rendering filters and particle emitters. This list contains screenshots and links to sample code that demonstrates how to add the effect to a scene.

For example, post-processor filter effects are typically activated after the following pattern:

    public class MyGame extends SimpleApplication {
        private FilterPostProcessor fpp;
        private SomeFilter sf;

        public void simpleInitApp() {
            ...
            fpp = new FilterPostProcessor(assetManager);
            sf = new SomeFilter();
            fpp.addFilter(sf);
            viewPort.addProcessor(fpp);
            ...
        }

## Water

The jMonkeyEngine features "SeaMonkey" water effect including cool underwater caustics.

See also the
announcement with video.

## Environment Effects

### Depth of Field Blur

### Fog

### Light Scattering

### Vegetation

- Contribution: Grass System
- Contribution:

## Light and Shadows

### Bloom and Glow

- Bloom and Glow

### Light

### Shadow

- = Parallel-Split Shadow Mapping (PSSM)
- ,

See also:
(article)

## Special: Glass, Metal, Dissolve, Toon

### Toon Effect

### Fade in / Fade out

- Fade

### User Contributed

- LightBlow Shader
- FakeParticleBlow Shader
- ToonBlow Shader
- Dissolve Shader
- MatCap Shader for glass, gold, metals, toons…
- Glass Shader
- Force Shield Shader

Thanks for your awesome contributions! Keep them coming!

## Particles: Explosions, Fire, Smoke

Particle emitter effects can have any texture, e.g. fog, smoke, leaves, meteors, snowflakes, mosquitos, fire, sparks…

- – debris, flame, flash, shockwave, smoke, sparks

See also:

- Particle Emitters
- Bloom and Glow

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