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This collection provides the technical framework for implementing high-fidelity environmental effects in Three.js. It focuses on the intersection of physics and graphics, enabling developers to build believable planetary atmospheres and sophisticated light-bleed effects.
From simulating Rayleigh and Mie scattering for aerial perspective to managing HDR signal ordering for production bloom, these skills structure the process of creating depth-aware lighting and atmospheric transitions.
WHO IT'S FOR
Game developers
implementing cinematic camera rigs and atmospheres
Compatible AgentsThe repository documents support for these agents. The skills may also work with other agents that can load SKILL.md files, but they may need some setup or small changes.
Replace <material-or-shader-path> with the path to the material or shader implementation to inspect.
Describe the intended object or surface and its real or perceptual scale.
Check the repository for this skill’s setup.
Use the threejs-procedural-fields skill to inspect the Three.js material or shader files at <material-or-shader-path>. Draft a concise field contract covering coordinates, macro form, meso structure, derived causes, and material channels. Identify which named fields should be shared across color, roughness, normals, displacement, emission, or scattering, and propose one diagnostic output for each field. Do not modify the implementation yet.
Replace <scene-or-camera-path> with the relevant scene or camera source path.
Name the desired camera mode, such as chase, side, orbit, or an authored shot.
Provide the subject dimensions or identify where they are defined.
Check the repository for this skill’s setup.
Use the threejs-camera-direction skill to inspect the scene and camera code at <scene-or-camera-path>. Produce a small design-frame specification for one requested camera mode, including subject size, target screen occupancy, lens, near/far planes, motion behavior, and the horizon/up convention. Then outline how position and orientation targets should be derived and how camera state should be restored on disposal. Do not edit the code yet.
Replace <render-pipeline-path> with the rendering or post-processing source path.
Identify any objects or material groups that are intended to bloom selectively.
Check the repository for this skill’s setup.
Use the threejs-bloom skill to inspect the rendering and post-processing code at <render-pipeline-path>. Report where pre-tone-map HDR luminance, bloom extraction, composition, exposure, and tone mapping currently occur. Recommend either a single-node or dual selective-render ownership model, list any material-restoration risk, and define base, bloom-contribution, and final diagnostic views. Do not change the implementation yet.