threejs-atmosphere-aer…
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space…
Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.
$ npx -y skills add scottstts/threejs-awesome-graphics-agent-skills --skill threejs-temporal-surfaces --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-temporal-surfacesContext preview
The summary Claude sees to decide when to auto-load this skill.
Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.
name: threejs-temporal-surfaces description: Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.
Choose persistent history or procedural screen-space evolution explicitly. Do not fake accumulation with time-only noise, and do not allocate history for an effect whose complete state is analytic in time.
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.
persistent surface: input -> ping-pong state -> blur -> structure -> refraction procedural surface: time/coverage -> analytic field -> optical normal -> refraction/blur
Read [references/ping-pong-accumulation.md](references/ping-pong-accumulation.md) for an exact frost pass graph, pointer-history channels, blur and refraction coupling, and implementation defects that must be corrected.
Read the [touch-history frost implementation](examples/touch-history-frost/frost-surface-effect.js) for the previous/deposit/next state transition, reduced blur, static structures, frost-mask composition, and two-scale refraction.
Read [references/refractive-window-rain.md](references/refractive-window-rain.md) and the [refractive window rain implementation](examples/refractive-window-rain/window-rain-effect.js) for layered static and travelling droplets, finite-difference optical normals, background refraction, stochastic disc blur, aspect fill, and presentation.
Use `$threejs-procedural-vfx` for world- or object-space residue and particles. Use `$threejs-precipitation-surfaces` for world-space rain, puddles, snow, and weather-surface coupling. Use `$threejs-procedural-materials` when a body must transmit its surroundings through its own volume rather than through a screen-aligned pane. This skill owns view-aligned wet-glass optics and screen-space persistent history.
Example gallery to visually inspect included examples This is a Three.js agent skills pack for producing awesome graphics.
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