smoke

smoke is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 81 tokens per session (5,834 once invoked), scanned A, original, MIT.

A recipe for creating rising or drifting smoke and steam as a soft particle effect in a game.

In plain words
What is it for?
Use it for chimney smoke, campfires, rocket trails, vents, smoldering wreckage, and small fog clouds.
Why use it?
It gives common smoke effects a defined visual treatment instead of requiring each one to be designed from scratch.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for chimney smoke, campfires, rocket trails, vents, smoldering wreckage, and small fog clouds.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/smoke
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 SummerEngine/summer-engine-agent --skill smoke
Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 smoke

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/smoke/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/smoke)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/smoke"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/smoke/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 smoke

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/smoke"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/smoke.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,834 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 $0.00081 $0.05834
Opus 5 $0.00041 $0.02917
Sonnet 5 $0.00016 $0.01167
Haiku 4.5 $0.00008 $0.00583

Measured 5d ago against content hash 3405ed253e11, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

smoke 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 5d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

  • smoke — 86% identical, 131 lines differ
skills/visual-effects/recipes/smoke/SKILL.md · 443 lines

How it starts

The opening of the file, as written. The whole thing — 443 lines — stays where its author put it; the contents beside it link to each section on GitHub.

smoke — Soft Particle Smoke Plume

Smoke is the same particle pattern as fire — billboard quads emitted from a small disc, drifting upward — except the shader is dim, soft, low-emission, and tinted by depth instead of glowing. Slower spawn rate, longer lifetime, larger end scale. Pair it with fire for any campfire/torch/explosion. Used everywhere: chimney smoke, smoldering wreckage, smoke trails behind rockets, steam from vents, fog clouds.

When to use

  • "Smoke rising from the campfire."
  • "Chimney smoke on the cottage."
  • "Smoke trail behind the rocket."
  • "Steam from the vent."
  • "Smoke from the smoldering wreckage."
  • "Fog cloud at the cave entrance."
  • After spawning fire, smoke almost always belongs above it.

When NOT to use

  • The user wants flames, not smoke — use fire.
  • The user wants a giant ground-hugging fog volume — use a FogVolume node with the WorldEnvironment.volumetric_fog shader, not a particle system. Particles don't scale to room-size fog.
  • The user wants a 2D smoke effect — canvas_item shader, not this.
  • The user wants the smoke to physically interact with the player (pushed by movement) — particles are visual; use a FogVolume + script that follows the player.
  • The user wants thick black bonfire smoke that completely occludes — bump density way up, but consider a FogVolume for genuine visual occlusion.

Recipe

1. Files to create

addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc   # copy from this skill FIRST
addons/vfx/smoke/smoke.gdshader
addons/vfx/smoke/smoke_controller.gd
addons/vfx/smoke/smoke.tscn

smoke.gdshader #includes the FBM noise file. A missing include is a hard compile error, so copy _building-blocks/noise-3d-fbm.gdshaderinc from this skill into res://addons/vfx/_building-blocks/ before writing the shader.

2. Shader code

addons/vfx/smoke/smoke.gdshader:

shader_type spatial;
render_mode unshaded, blend_mix, depth_draw_never, cull_disabled, shadows_disabled;

#include "res://addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc"

uniform vec4  smoke_color_young : source_color = vec4(0.85, 0.85, 0.85, 1.0);  // freshly emitted
uniform vec4  smoke_color_old   : source_color = vec4(0.45, 0.45, 0.45, 1.0);  // late life
uniform float density           : hint_range(0.0, 1.0) = 0.55;
uniform float noise_scale       : hint_range(0.5, 8.0) = 2.0;
uniform float noise_speed       : hint_range(0.0, 2.0) = 0.5;
uniform float soft_edge         : hint_range(0.01, 0.5) = 0.30;
uniform float depth_fade        : hint_range(0.0, 4.0) = 1.0;  // soft against geometry behind

// INSTANCE_CUSTOM is vertex-stage only, so carry what fragment() needs across.
varying float age;
varying float seed;

void vertex() {
    // Billboard toward the camera, keeping per-particle rotation (INSTANCE_CUSTOM.x)
    // and per-particle scale. The bare `VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0..2],
    // MODEL_MATRIX[3])` form throws both away — this mirrors what Godot's own
    // BILLBOARD_PARTICLES generator emits (scene/resources/material.cpp:1313-1334).
    mat4 mat_world = mat4(
        normalize(INV_VIEW_MATRIX[0]),
        normalize(INV_VIEW_MATRIX[1]),
        normalize(INV_VIEW_MATRIX[2]),
        MODEL_MATRIX[3]);
    mat_world = mat_world * mat4(
        vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0),
        vec4(sin(INSTANCE_CUSTOM.x),  cos(INSTANCE_CUSTOM.x), 0.0, 0.0),
        vec4(0.0, 0.0, 1.0, 0.0),
        vec4(0.0, 0.0, 0.0, 1.0));
    MODELVIEW_MATRIX = VIEW_MATRIX * mat_world * mat4(
        vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),
        vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0),
        vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0),
        vec4(0.0, 0.0, 0.0, 1.0));
    MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);

    // CUSTOM.x is the rotation angle, NOT the age. The age lives in CUSTOM.y
    // (it counts up by DELTA/LIFETIME) and CUSTOM.w holds the lifetime scale.
    age  = clamp(INSTANCE_CUSTOM.y / max(INSTANCE_CUSTOM.w, 0.0001), 0.0, 1.0);
    seed = fract(sin(float(INSTANCE_ID) * 12.9898) * 43758.5453);
}

void fragment() {
    // Distort UVs with slow noise.
    vec3 np = vec3(UV * noise_scale, TIME * noise_speed + seed * 10.0);
    float n = fbm3(np);

    // Soft round mask, modulated by noise so the silhouette is wispy not circular.
    vec2 c = UV - vec2(0.5);
    float r = length(c) * 2.0;
    float mask = smoothstep(1.0, 1.0 - soft_edge, r);
    mask *= (0.6 + 0.4 * n);  // bite chunks out of the puff

    // Fade in fast, fade out slow.
    float alpha_age = smoothstep(0.0, 0.15, age) * (1.0 - smoothstep(0.6, 1.0, age));

    // Color drifts young → old as it ages (cools off / dilutes).
    vec3 col = mix(smoke_color_young.rgb, smoke_color_old.rgb, age);

    ALBEDO = col;
    ALPHA = mask * alpha_age * density;
}

Read the full file on GitHub · 443 lines

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. 5d ago First seen · 443 lines · 81 tokens per session scan A 3405ed253e11

Subscribe to this mod's changes

smoke is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 81 tokens to every session and 5,834 once invoked, about $0.0004 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 2026-09-03.

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