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-vfxgit 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-vfx)<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/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-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>- 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 | $0.00154 | $0.01469 |
| Opus 5 | $0.00077 | $0.00734 |
| Sonnet 5 | $0.00031 | $0.00294 |
| Haiku 4.5 | $0.00015 | $0.00147 |
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.
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 — 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.
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.
- agents/openai.yaml 437 B
- examples/filmic-lens-flare/filmic-lens-flare.js 25 KB runs code
- examples/holographic-shape-transition/hologram-material.js 9.3 KB runs code
- examples/holographic-shape-transition/hologram-transition.js 6.0 KB runs code
- examples/raymarched-aurora-curtains/aurora-curtains.js 9.9 KB runs code
- examples/reentry-plasma/reentry-plasma.js 9.9 KB runs code
- examples/volumetric-fluid-fire/source/EmitterManager.ts 13 KB runs code
- examples/volumetric-fluid-fire/source/FluidFireShaderContext.ts 10 KB runs code
- examples/volumetric-fluid-fire/source/pass/advectDyePass.ts 2.5 KB runs code
- examples/volumetric-fluid-fire/source/pass/advectVelocityPass.ts 2.6 KB runs code
- examples/volumetric-fluid-fire/source/pass/curlNoisePass.ts 1.9 KB runs code
- examples/volumetric-fluid-fire/source/pass/divergencePass.ts 2.3 KB runs code
- examples/volumetric-fluid-fire/source/pass/emitObjectPass.ts 3.0 KB runs code
- examples/volumetric-fluid-fire/source/pass/jacobiPass.ts 3.3 KB runs code
- examples/volumetric-fluid-fire/source/pass/projectPass.ts 2.1 KB runs code
- examples/volumetric-fluid-fire/source/pass/vorticityPass.ts 2.7 KB runs code
- examples/volumetric-fluid-fire/source/sdf/CollisionHandler.ts 18 KB runs code
- examples/volumetric-fluid-fire/source/sdf/sdfSampler.ts 719 B runs code
- examples/volumetric-fluid-fire/source/sdf/shape/SDFBox.ts 367 B runs code
- examples/volumetric-fluid-fire/source/sdf/shape/SDFEllipsoid.ts 529 B runs code
- examples/volumetric-fluid-fire/source/sdf/shape/SDFShape.ts 2.7 KB runs code
- examples/volumetric-fluid-fire/source/util/createStorage3D.ts 701 B runs code
- examples/volumetric-fluid-fire/source/VolumetricFluidFire.ts 31 KB runs code
- examples/volumetric-fluid-fire/volumetric-fluid-fire.js 1.1 KB runs code
- references/filmic-lens-flare.md 8.9 KB
- references/procedural-vfx-system.md 11 KB
- references/volumetric-aurora-curtains.md 7.8 KB
- references/volumetric-fluid-fire.md 15 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.
- 12d ago First seen · 120 lines · 154 tokens per session scan A 6094bb92a25d
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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