threejs-parallax-occlusion-mapping

threejs-parallax-occlusion-mapping is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 61 tokens per session (617 once invoked), scanned A, original, MIT.

A Three.js WebGPU technique that makes a flat or curved surface appear to have raised detail by tracing through a height map. A height map is an image or field that describes how high each point of a surface is.

In plain words
What is it for?
Use it for relief on walls, decks, columns, pipes, shells, and other flat or curved surfaces with silhouette coverage, height-derived normals, and relief-aware shadows.
Why use it?
It improves the visible outline, surface bumps, normals, and shadows of relief instead of merely shifting texture coordinates. The same traced result can control shading and self-shadowing.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it for relief on walls, decks, columns, pipes, shells, and other flat or curved surfaces with silhouette coverage, height-derived normals, and relief-aware shadows.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-parallax-occlusion-mapping
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-parallax-occlusion-mapping
Clone the repo
git clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills

Made for: Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for threejs-parallax-occlusion-mapping

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-parallax-occlusion-mapping"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-parallax-occlusion-mapping.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 617 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00061 $0.00617
Opus 5 $0.00030 $0.00309
Sonnet 5 $0.00012 $0.00123
Haiku 4.5 $0.00006 $0.00062

Measured 11d ago against content hash 66aab0b65773, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-parallax-occlusion-mapping scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

The scan reads SKILL.md. This mod also ships 3 executable files (examples/silhouette-relief/bulkhead-height-maps.js, examples/silhouette-relief/ParallaxOcclusion.js, examples/silhouette-relief/silhouette-relief-system.js), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/threejs-parallax-occlusion-mapping/SKILL.md · 69 lines

How it starts

The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Parallax Occlusion Mapping

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.

Build order

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 for the intersection contract, flat and curved silhouette modes, shell inflation, shadow integration, quality controls, and diagnostics.

Read the silhouette relief implementation 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 and its packed procedural height maps 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.

Required controls

  • world or UV relief scale;
  • minimum and maximum view-march layers;
  • silhouette bounds and feathering;
  • curved-surface curvature or curvature callback;
  • horizon trimming and edge erosion;
  • self-shadow steps, bias, and strength;
  • geometry, carved, and full-relief shadow modes;
  • height, coverage, marched UV, normal, and shadow diagnostics.

Failure conditions

  • color, normal, and roughness rebuild separate view marches unintentionally;
  • a curved host uses flat silhouette clipping at its geometric horizon;
  • an inflated shell changes the relief floor instead of keeping it on the base surface;
  • alpha-tested beauty coverage is assumed to carve shadow maps automatically;
  • derivative sampling runs behind discard on drivers where it erodes coverage;
  • grazing rays divide by an unbounded view-space Z component;
  • relief self-shadowing darkens fill or emission indiscriminately.

Read the full file on GitHub · 69 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 69 lines · 61 tokens per session scan A 66aab0b65773

Subscribe to this mod's changes

threejs-parallax-occlusion-mapping is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (800 stars, last pushed yesterday), licensed MIT. It adds 61 tokens to every session and 617 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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