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.
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-parallax-occlusion-mappinggit clone --depth 1 https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-SkillsWrote 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.
[](https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-parallax-occlusion-mapping)<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/github.svg" alt="Measured on agentmods" height="20"></a>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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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.
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.
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.
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.
- 11d ago First seen · 69 lines · 61 tokens per session scan A 66aab0b65773
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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