linegel/threejs-complete-set-of-skill

25 expert agent skills for ambitious Three.js WebGPU/TSL scenes — procedural oceans, clouds, planets, water optics, image pipelines, and screenshot-backed visual validation. For Claude Code, Codex, Cursor, and any skill-aware agent.

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6Stars on the repository
30Mods indexed here, across every type
1mo agoLast push, which is what freshness is scored on
ISCLicence, which decides whether bodies are shown

linegel/threejs-complete-set-of-skill

Skill Claude Code

Use when designing a product change before building it — deciding whether it needs a BRD, PRD, UX note/XDS, or SD/SDD; authoring or amending those artifacts; writing user stories; designing journeys and interactions; choosing controls, states, failures, and recovery; reviewing the result; or handing product decisions…

not rated 6 1mo ago A 176 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Ground indirect lighting with ambient visibility in Three.js r185 WebGPU/TSL. Use when choosing authored material AO, dynamic GTAO, forward-lighting placement, reduced-resolution reconstruction, temporal AO, or bent normals.

not rated 6 1mo ago A 52 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Build curved-ray space effects in Three.js WebGPU/TSL. Use for artistic ray bending, Ellis wormholes, Schwarzschild black-hole lensing, accretion disks, physical thin-disk transport, or requests that need the Kerr/rotating-black-hole support boundary.

not rated 6 1mo ago A 65 tokens original ISC

threejs-bloom

04

linegel/threejs-complete-set-of-skill

Skill Codex

Bloom scene-linear HDR in Three.js WebGPU/TSL. Use when choosing optical full-scene glare, selective or hybrid contributors, transparent contribution blending, or viewport, exposure, and performance gates for BloomNode.

not rated 6 1mo ago A 48 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

One-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.

not rated 6 1mo ago A 48 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Route multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide performance coordination.

not rated 6 1mo ago A 46 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Fallback unavailable WebGPU features through an isolated compatibility branch. Use only when the user explicitly asks how to handle an initialized non-WebGPU backend; then classify canonical behavior as preserved, weakened, or removed.

not rated 6 1mo ago A 49 tokens original ISC

threejs-debugging

08

linegel/threejs-complete-set-of-skill

Skill Codex

Diagnose unexpected Three.js WebGPU/TSL runtime, rendering, API, asset, or version behavior. Use for a concrete failure, a suspected upstream regression or known issue, or a choice among an application fix, released upgrade, bounded workaround, upstream report, and blocker.

not rated 6 1mo ago A 61 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

State-transition screen-space surface effects for Three.js WebGPU/TSL. Use for persistent touch, frost, or thaw history; full-field or sparse accumulation; static crystalline fields; reduced-resolution blur; or history-gated normal refraction.

not rated 6 1mo ago A 56 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Meter and grade scene-linear Three.js WebGPU images. Use for choosing fixed or automatic exposure; adapting EV on the GPU; assigning tone-map and output conversion; or placing and validating 3D LUTs.

not rated 6 1mo ago A 50 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Coordinate Three.js WebGPU/TSL final-image graphs. Use when effects share scene-pass signals or output ownership, when choosing MRT versus reconstruction or narrow passes, when admitting temporal history, or when whole-graph budgets and lifetimes decide the design.

not rated 6 1mo ago A 56 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Sculpt reference-image objects into procedural Three.js models. Use for reconstruction feasibility, procedural build planning, code-native implementation, or animation-, collider-, and destruction-ready structure from one or more object views.

not rated 6 1mo ago A 47 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Representation-first Three.js WebGPU/TSL particles, ribbon or history trails, and effects. Use for analytic or recurrent particle motion, stable-slot or scan-compacted GPU pools, flow-conforming shells and wakes, dissolving debris, or effect-specific HDR and depth integration.

not rated 6 1mo ago A 64 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Compile procedural buildings, cities, and semantic site assemblies in Three.js r185 WebGPU/TSL. Use for building massing and facades, city-scale architectural batching and LOD, or deterministic placement of heterogeneous site assets around architecture.

not rated 6 1mo ago A 59 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Procedural fields for coherent scalar and vector causes in Three.js WebGPU/TSL. Use when a task needs shared causes across materials, geometry, or compute; must choose direct evaluation versus a baked field; needs deterministic CPU/TSL parity and footprint filtering; or needs metric signed-distance terrain and coast…

not rated 6 1mo ago A 70 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Procedural geometry compilation for Three.js WebGPU/TSL. Use when a task needs an indexed mesh writer, contour-derived terrain or terraces, profile or branch sweeps, or a BatchedMesh, InstancedMesh, or dynamic-update decision.

not rated 6 1mo ago A 58 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Procedural materials for coherent NodeMaterial PBR systems in Three.js WebGPU/TSL. Use when a task needs shared identities across PBR channels, must select UV, array, atlas, or projected mapping, needs footprint-filtered normals and specular AA, or needs dynamic per-instance material state with explicit output…

not rated 6 1mo ago A 73 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Animate semantic state with deterministic Three.js WebGPU/TSL motion. Use for launch or staging kinematics, seekable transform timelines, recurrent fixed-step motion, frame-rate-independent follow, GPU-resident instance motion, moving-frame docking or reparenting, and environment-driven actors.

not rated 6 1mo ago A 65 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Scale procedural planetary bodies in Three.js r185 WebGPU/TSL. Use when global curvature needs a cube-sphere quadtree, a sustained ground view needs a tangent clipmap, an orbit-to-ground transition needs both, or a gas-giant cloud deck needs body-scale band fields.

not rated 6 1mo ago A 68 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Compile procedural vegetation for Three.js WebGPU/TSL. Use for dense grass and ground-cover populations, structured tree growth and rooted wind, or terrain-aware ecological placement.

not rated 6 1mo ago A 43 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Couple Three.js WebGPU/TSL rain, snow, and wet surfaces. Use for airborne precipitation motion, physical surface deposition, persistent snow or wetness state, weather-driven ripple normals, or impact splashes.

not rated 6 1mo ago A 56 tokens original ISC

linegel/threejs-complete-set-of-skill

Skill Codex

Fit scalable directional cast shadows in Three.js r185 WebGPU/TSL. Use when choosing one bounded shadow, CSM, tiled arrays, or cached clipmaps; stabilizing projection, filtering, or bias; or fixing invalidation, caster parity, bindings, or sustained cost.

not rated 6 1mo ago A 66 tokens original ISC

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