ah, now it’s clearer
Use a render target then
Something like I did here: LightNoise (selective bloom + noise)
See the section of lines 46 - 72. There, I setup a render target, instantiate a camera and a plane with a custom shader. It’s intened to render a height map of noise, which I share between other objects in the scene.
And then, in the animation loop:
renderer.setRenderTarget(renderTarget);
renderer.render(rtScene, rtCamera);
renderer.setRenderTarget(null);
...
renderer.render(scene, camera);
Also, there are several examples with render targets: three.js examples