threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
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.
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-parallax-occlusion-mapping --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-parallax-occlusion-mappingContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
name: threejs-parallax-occlusion-mapping description: 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.
Treat relief as a coupled intersection, coverage, normal, and shadow system. Do not stop at offsetting texture coordinates.
This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.
tangent frame and height convention -> view-ray march and hit refinement -> bounded or curved silhouette coverage -> shared marched sampling -> height-derived shading normal -> light-ray self-shadow march -> relief-aware cast/received shadow positions
Read [references/silhouette-relief-contract.md](references/silhouette-relief-contract.md) for the intersection contract, flat and curved silhouette modes, shell inflation, shadow integration, quality controls, and diagnostics.
Read the [silhouette relief implementation](examples/silhouette-relief/ParallaxOcclusion.js) for the complete TSL march, binary hit refinement, gradient-safe sampling, coverage, horizon trimming, curved sag, and self-shadow function.
Read the [complete bulkhead assembly](examples/silhouette-relief/silhouette-relief-system.js) and its [packed procedural height maps](examples/silhouette-relief/bulkhead-height-maps.js) for a wall, deck, relief columns, and overhead pipes using height-derived normals, inflated cylinder shells, alpha-to-coverage, shadow-mask carving, marched shadow depth, and received-shadow positions.
Use `$threejs-procedural-materials` when no ray-marched height intersection or silhouette ownership is required. Use `$threejs-procedural-geometry` when the silhouette must be actual mesh topology rather than a view-dependent relief.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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