←Leaderboard/Gaming/Threejs-Awesome-Graphics-Agent-Skills
Last commit on September 22, 2026·Created on June 19, 2026

scottstts/Threejs-Awesome-Graphics-Agent-Skills

“Physically motivated atmospheric rendering and post-processing effects for Three.js scenes.”
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#381
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TL;DR

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
Technical artists
configuring HDR bloom and color grading paths
Graphics engineers
optimizing physically based rendering in Three.js
Creative technologists
building high-fidelity 3D web experiences
Repository contents

24 skill files

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.

Use this skill collection

Follow the documented setup, then try a first task.

See the repository for installation instructions.

Open repository instructions ↗

Give it something to do.

Suggested first task

Draft a shared procedural field contract

Uses threejs-procedural-fields

  • 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.
Suggested first task

Design one scale-aware camera rig

Uses threejs-camera-direction

  • 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.
Suggested first task

Audit bloom signal ordering and ownership

Uses threejs-bloom

  • 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.
skills/threejs-bloom/SKILL.md ↗ · Checked Sep 29, 2026