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-procedural-materialsgit 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-procedural-materials)<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-materials"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-materials/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-procedural-materials"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-materials.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 | $0.00121 | $0.01750 |
| Opus 5 | $0.00060 | $0.00875 |
| Sonnet 5 | $0.00024 | $0.00350 |
| Haiku 4.5 | $0.00012 | $0.00175 |
Grade A, and why
threejs-procedural-materials 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 — 155 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Materials
Build a material from surface identity and causes. Color, roughness, metalness, normal, transmission, and emission should describe the same surface—not unrelated noise textures.
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.
Material graph order
stable coordinates
→ structural fields
→ material identity weights
→ causal modifiers
→ filtered microstructure
→ PBR channels
→ lighting/shadow extensions
Read references/procedural-pbr-system.md for atlas filtering, specular AA, planetary coordinates, world-height wetness, per-instance dissolve, and authored PBR response bundles.
Read the sculpted gallery frame geometry for walnut, antique-gold, and ebony texture/roughness/metalness/clearcoat bundles under a grazing-light setup.
Read the procedural planet surface for shared geological, climate, water, biome, roughness, and derivative-normal causes on a procedural planetary surface.
Read the analytic wave optics for coupled reflection, refraction, absorption, filtered microstructure, resolved crest response, and their diagnostic channels.
Read the lava flow surface material for raymarched procedural height fields whose normals, rock/lava identity, emission, glow, embers, fog, and grain are coupled to one material cause stack.
Read the raytraced diamond material for a gem whose mesh is its own optical volume: camera-ray entry refraction, a GPU BVH first-hit loop with bounded total-internal-reflection bounces, per-channel IOR dispersion, mip-correct environment exit sampling, and live camera-matrix uniforms.
What ships with it
25 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.
- agents/openai.yaml 440 B
- assets/hybrid-soil-moss-surface/Ground103_1K-JPG_AmbientOcclusion.jpg 883 KB
- assets/hybrid-soil-moss-surface/Ground103_1K-JPG_Color.jpg 1470 KB
- assets/hybrid-soil-moss-surface/Ground103_1K-JPG_Displacement.jpg 468 KB
- assets/hybrid-soil-moss-surface/Ground103_1K-JPG_NormalGL.jpg 2087 KB
- assets/hybrid-soil-moss-surface/Ground103_1K-JPG_Roughness.jpg 834 KB
- assets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_AmbientOcclusion.jpg 876 KB
- assets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_Color.jpg 1797 KB
- assets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_NormalGL.jpg 2340 KB
- assets/hybrid-soil-moss-surface/moss/Moss002_1K-JPG_Roughness.jpg 711 KB
- assets/raytraced-diamond/diamond.glb 9.7 KB
- assets/raytraced-diamond/THIRD_PARTY_LICENSES.md 1.2 KB
- examples/hybrid-soil-moss-surface/hybrid-soil-moss-surface.js 13 KB runs code
- examples/hybrid-soil-moss-surface/model-moss-accumulation.js 12 KB runs code
- examples/lava-flow-surface/lava-surface.js 10 KB runs code
- examples/physical-diffraction-grating/physical-diffraction-grating.js 22 KB runs code
- examples/raytraced-diamond/diamond-material.js 8.0 KB runs code
- examples/spectral-dispersive-glass/glass-optics.js 7.9 KB runs code
- examples/spectral-dispersive-glass/spectral-glass-material.js 20 KB runs code
- examples/thin-film-soap-bubbles/soap-bubble-system.js 70 KB runs code
- references/dielectric-glass-optics.md 16 KB
- references/hybrid-soil-moss-surface.md 6.5 KB
- references/physical-diffraction-grating.md 6.9 KB
- references/procedural-pbr-system.md 6.7 KB
- references/thin-film-soap-bubble-system.md 9.8 KB
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 · 155 lines · 121 tokens per session scan A 0b35f31f701a
threejs-procedural-materials is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 121 tokens to every session and 1,750 once invoked, about $0.0006 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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