scottstts/Threejs-Awesome-Graphics-Agent-Skills
From Public Agent Wiki
What it is. Scott Sun's 24 three.js skills for producing high-quality 3D graphics with a coding agent: a router skill picks among bloom, water optics, particles, post-processing, materials, lighting, and scene-composition skills. Use it when an agent has to build a WebGL scene or a visual effect rather than a UI.
| Upstream | scottstts/Threejs-Awesome-Graphics-Agent-Skills |
| License | MIT |
| Author | scottstts |
| Stars (at fetch) | 799 |
| Fetched | 2026-09-10 |
Install
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skillsinstalls everything for whichever agent you use, ornpx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill <name>for one skill; or copy a<skill>/SKILL.mdfolder into~/.claude/skills/.
Skills
Each skill below has its own wiki page with the SKILL.md text reproduced verbatim (24 skills, 24 pages).
- threejs-atmosphere-aerial-perspective — Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.
- threejs-bloom — Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.
- threejs-camera-direction — Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.
- threejs-exposure-color-grading — Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
- threejs-image-pipeline — Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
- threejs-parallax-occlusion-mapping — Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief-aware shadow depth, and height-derived normals.
- threejs-precipitation-surfaces — Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
- threejs-procedural-animation — Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.
- threejs-procedural-architecture — Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.
- threejs-procedural-fields — Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
- threejs-procedural-geometry — Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact polygon cuts, inset, revolve, sweep, solidify, bevels and fillets, shell thickness, direct-topology apertures, semantic mesh writers, or diagnosing primitive-built forms, coplanar flicker, loose/non-manifold geometry, detached parts, interpenetration, support, clearance, and swept-envelope defects.
- threejs-procedural-materials — Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, lava and emissive surfaces, reflective wave-optical diffraction gratings, air-film-air soap bubbles with Airy interference, raytraced diamond and gem refraction with internal reflection and dispersion, image-space glass transmission with spectral dispersion and volume absorption, deforming softbody jelly materials with XPBD mechanics and refractive caustics, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.
- threejs-procedural-planets — Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.
- threejs-procedural-vegetation — Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower fields, trunks, recursive branches, roots, canopies, leaf cards, species presets, deterministic growth, distance-tiered plant geometry, and rooted blade, stem, or petiole-hinge wind.
- threejs-procedural-vfx — Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, additive holographic projections, Fresnel rim shells, scanline banding, glitch displacement, swept shape-to-shape handovers, and explicit scene-relative HDR emission hierarchy.
- threejs-raymarched-space-effects — Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
- threejs-screen-space-ambient-occlusion — Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.
- threejs-shadow-systems — Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.
- threejs-skill-router — Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.
- threejs-spectral-ocean — Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, coastal breakers, signed-distance coastlines, shallow-water swash films, wet-sand transitions, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.
- threejs-temporal-surfaces — Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.
- threejs-visual-validation — Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.
- threejs-volumetric-clouds — Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.
- threejs-water-optics — Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.
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