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/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.

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threejs-awesome-graphics-agent-skills
91124 skills
Install
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-exposure-color-grading --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/threejs-exposure-color-grading

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

threejs-exposure-color-grading.SKILL.md
name: threejs-exposure-color-grading
description: 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.

Exposure and Color Grading

Treat exposure, tone mapping, grading, and output conversion as distinct stages. Tune them from measured HDR signal, not by stacking compensating color operations.

Order

HDR scene
  → luminance meter
  → adapted exposure
  → tone map
  → creative grade / 3D LUT
  → final output conversion

Read [references/scene-referred-color-pipeline.md](references/scene-referred-color-pipeline.md) for the exact 64x36 meter, encoded readback, adaptation constants, 32-cube LUT, and signal-ownership ambiguities.

Failure conditions

  • tone mapping occurs in both materials and post;
  • exposure is used to repair physically inconsistent light ratios;
  • meter weighting and scene framing are not inspected;
  • adaptation speed is the same toward light and dark;
  • LUT input/output spaces are undocumented;
  • sRGB encoding happens twice;
  • a display-domain LUT is moved before tone mapping without being rebuilt.

Routing boundary

Use `$threejs-bloom` for HDR glow contribution and `$threejs-image-pipeline` when this color path must share ownership with AO, atmosphere, or effect-local render targets.

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