threejs-shadow-systems

threejs-shadow-systems is a skill for Codex from scottstts/Threejs-Awesome-Graphics-Agent-Skills. It costs 58 tokens per session (402 once invoked), scanned A, original, MIT.

Guidance for creating directional-light shadows in large or changing Three.js scenes, such as procedural worlds, cities, and terrain. It covers layered shadow coverage, caching, camera movement, and controlled updates.

In plain words
What is it for?
Implementing cached shadow clipmaps, cascades, texel-stable shadow projections, WebGPU/TSL shadow nodes, and targeted updates when terrain or shadow-casting objects change.
Why use it?
A single shadow map may not cover a large moving scene well, while updating every shadow layer every frame can waste rendering time. These rules help keep shadows stable and updates bounded.

Skill for Codex

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

Good fit Implementing cached shadow clipmaps, cascades, texel-stable shadow projections, WebGPU/TSL shadow nodes, and targeted updates when terrain or shadow-casting objects change.

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Install with agentmods
npx agentmods add skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems
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-shadow-systems
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-shadow-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems/github.svg)](https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems)
Your own site
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems/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.

agentmods 80×15 button for threejs-shadow-systems

Your own site · 80×15
<a href="https://agentmods.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems"><img src="https://agentmods.dev/badge/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 402 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 $0.00058 $0.00402
Opus 5 $0.00029 $0.00201
Sonnet 5 $0.00012 $0.00080
Haiku 4.5 $0.00006 $0.00040

Measured 10d ago against content hash 0d0ca70a37b2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

threejs-shadow-systems 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 10d 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.

skills/threejs-shadow-systems/SKILL.md · 42 lines

What it actually says

Shadow Systems

Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.

Cached clipmap workflow

  1. Define concentric light-space square levels.
  2. Snap each level center to its own texel grid.
  3. Cross-fade adjacent levels in shader space.
  4. Refresh near levels continuously.
  5. Cache coarse levels and update them under a frame budget.
  6. Invalidate intersecting levels when important casters or streamed terrain change.
  7. Scale normal bias by world-space texel width.

Read references/cached-clipmap-shadows.md before implementing a large-world directional light.

Read the cached shadow clipmaps for three light-space square levels, per-level texel snapping, containment cross-fades, cached coarse updates, scaled bias, and unshadowed outside weight.

Failure conditions

  • projection centers move by fractions of a texel;
  • shader containment does not match the map's committed center;
  • all cascades refresh every frame without evidence;
  • coarse levels freeze moving casters indefinitely;
  • depth texture samples occur in divergent fragment control flow;
  • the same normal bias is used across radically different texel sizes;
  • level boundaries become visible under camera motion.

Routing boundary

Use this skill for light-space directional shadow maps. Use $threejs-screen-space-ambient-occlusion for view-dependent ambient visibility; AO is not a replacement for cast shadows.

Files

What ships with it

2 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. 10d ago First seen · 42 lines · 58 tokens per session scan A 0d0ca70a37b2

Subscribe to this mod's changes

threejs-shadow-systems is a skill published in the GitHub repository scottstts/Threejs-Awesome-Graphics-Agent-Skills (795 stars, last pushed 13d ago), licensed MIT. It adds 58 tokens to every session and 402 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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