threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
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.
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-shadow-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-shadow-systemsContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
name: threejs-shadow-systems description: 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.
Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
1. Define concentric light-space square levels. 2. Snap each level center to its own texel grid. 3. Cross-fade adjacent levels in shader space. 4. Refresh near levels continuously. 5. Cache coarse levels and update them under a frame budget. 6. Invalidate intersecting levels when important casters or streamed terrain change. 7. Scale normal bias by world-space texel width.
Read [references/cached-clipmap-shadows.md](references/cached-clipmap-shadows.md) before implementing a large-world directional light.
Read the [cached shadow clipmaps](../threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.js) for three light-space square levels, per-level texel snapping, containment cross-fades, cached coarse updates, scaled bias, and unshadowed outside weight.
Use this skill for light-space directional shadow maps. Use `$threejs-screen-space-ambient-occlusion` for view-dependent ambient visibility; AO is not a replacement for cast shadows.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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