threejs-procedural-vfx

threejs-procedural-vfx is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 154 tokens per session (1,469 once invoked), scanned A, original, MIT.

A Three.js toolkit for building real-time visual effects such as lens flares, auroras, fire, sparks, debris, wakes, and holographic shells. It organizes each effect around events, motion, geometry, shading, lifetime, and HDR brightness.

In plain words
What is it for?
Use it to create procedural VFX with particles, instanced geometry, voxel fields, ray marching, bloom, fluid simulation, and other described Three.js techniques.
Why use it?
It helps keep related parts of an effect coordinated instead of combining unrelated particle emitters and color changes. It also provides guidance for managing volumetric effects and their rendering cost.

Skill for Codex

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

Good fit Use it to create procedural VFX with particles, instanced geometry, voxel fields, ray marching, bloom, fluid simulation, and other described Three.js techniques.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-vfx
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-procedural-vfx
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-procedural-vfx

README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-vfx"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-procedural-vfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 154 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,469 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 $0.00154 $0.01469
Opus 5 $0.00077 $0.00734
Sonnet 5 $0.00031 $0.00294
Haiku 4.5 $0.00015 $0.00147

Measured 12d ago against content hash 6094bb92a25d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

threejs-procedural-vfx 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 12d ago.

The scan reads SKILL.md. This mod also ships 23 executable files (examples/filmic-lens-flare/filmic-lens-flare.js, examples/holographic-shape-transition/hologram-material.js, examples/holographic-shape-transition/hologram-transition.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-procedural-vfx/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural VFX

Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.

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.

Effect graph

subject/event state
  → effect-specific geometry, voxel fields, or instance attributes
  → flow-facing masks or analytic age
  → material response
  → pool/lifetime ownership
  → HDR and bloom contribution

Read references/procedural-vfx-system.md for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, holographic projection shells, HDR hierarchy, and implementation limits.

Read references/volumetric-fluid-fire.md for three-dimensional texture ownership, fixed fluid-compute scheduling, mesh-surface injection, pressure projection, moving SDF boundaries, temperature-mapped HDR raymarching, exact presets, and failure diagnostics.

Read references/volumetric-aurora-curtains.md for finite emissive-slab bounds, warped curtain density, uniform ray steps, gentle start jitter, matching screen/probe materials, exact constants, limits, and failure diagnostics.

Read references/filmic-lens-flare.md for HDR emitter extraction, optical-axis invariants, field-angle pupil deformation, finite ghost families, spectral rings, localized bloom, film response, exact constants, limits, and failure diagnostics.

Read the reentry plasma implementation for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.

Read the hologram projection material for the additive rim shell itself: squared Fresnel incidence with grazing falloff, footprint-filtered object-space scanlines, height-phased glitch displacement, and index-gated participation. Read its shape-transition driver for the shared sweep range across a shape set, the linear progress ramp inside a longer dwell, and the complementary-discard handover.

Read the full file on GitHub · 120 lines

Files

What ships with it

28 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. 12d ago First seen · 120 lines · 154 tokens per session scan A 6094bb92a25d

Subscribe to this mod's changes

threejs-procedural-vfx is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (804 stars, last pushed 2d ago), licensed MIT. It adds 154 tokens to every session and 1,469 once invoked, about $0.0008 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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