water-ripple

water-ripple is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 75 tokens per session (5,297 once invoked), scanned A, original, MIT.

A recipe for adding expanding circular ripples to a 3D water surface when something touches it.

In plain words
What is it for?
Use it for rain, footsteps, bullets, fish jumps, and other impacts on puddles, lakes, or wet surfaces.
Why use it?
It makes a static water plane react visually to impacts without replacing the whole water system.

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 rain, footsteps, bullets, fish jumps, and other impacts on puddles, lakes, or wet surfaces.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/summerengine/summer-engine-agent/water-ripple
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 water-ripple
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 water-ripple

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/water-ripple"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/water-ripple.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,297 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 $0.00075 $0.05297
Opus 5 $0.00037 $0.02648
Sonnet 5 $0.00015 $0.01059
Haiku 4.5 $0.00007 $0.00530

Measured 7d ago against content hash a3db672027b8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

water-ripple 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 7d 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/visual-effects/recipes/water-ripple/SKILL.md · 401 lines

How it starts

The opening of the file, as written. The whole thing — 401 lines — stays where its author put it; the contents beside it link to each section on GitHub.

water-ripple — Impact Ripples on a Water Plane

Concentric expanding rings on a water surface, normal-distorted so the ripple actually refracts the reflection. The shader keeps a small ring buffer of (origin, time, amplitude) tuples and renders all of them simultaneously over a base water plane. GDScript exposes add_ripple(world_pos, amplitude) so any system (rain, footsteps, projectile impacts, fish) can spawn one with a single call.

When to use

  • "Add ripples when the player walks through the puddle."
  • "Rain hitting the lake should make ripples."
  • "When the bullet hits the water, ripple."
  • "Fish jumping leaves ripples."
  • "Footsteps on the wet street should ripple."
  • A water plane already exists and looks too static.

When NOT to use

  • The user wants the whole water surface to wave (Gerstner / FFT ocean) — that's a separate ocean-water recipe; this is impact ripples on top.
  • The user wants a 2D top-down ripple effect on a UI map — use canvas_item shader, not this spatial one.
  • The user wants splash particles flying upward on impact — pair this with hit-spark (recolor blue) for the droplets; this only handles the ring on the surface.
  • The user wants the ripple to physically displace floating objects — this is visual only. Use Area3D impulses for the simulation side.

Recipe

1. Files to create

addons/vfx/water-ripple/water_ripple.gdshader     # spatial shader on the water plane
addons/vfx/water-ripple/water_ripple_surface.gd    # MeshInstance3D controller w/ add_ripple()
addons/vfx/water-ripple/water_ripple.tscn          # reusable plane

2. Shader code

addons/vfx/water-ripple/water_ripple.gdshader:

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled;

const int MAX_RIPPLES = 16;

uniform vec4  water_color    : source_color = vec4(0.10, 0.30, 0.45, 0.85);
uniform vec4  ripple_color   : source_color = vec4(0.85, 0.95, 1.00, 1.0);
uniform float water_metallic : hint_range(0.0, 1.0) = 0.4;
uniform float water_roughness: hint_range(0.0, 1.0) = 0.15;
uniform float fresnel_power  : hint_range(0.5, 8.0) = 4.0;
uniform float scroll_speed   : hint_range(0.0, 0.5) = 0.05;
uniform sampler2D normal_map : hint_normal;

// Per-ripple data: (origin.xz, start_time, amplitude * (1 if active else 0))
uniform vec4 ripples[MAX_RIPPLES];

// Ripple ages run off the controller's own clock, pushed here every frame. They
// cannot run off TIME: shader TIME wraps at
// rendering/limits/time/time_rollover_secs (3600 by default, verified), which
// would send every live ripple to a negative age once an hour of uptime.
uniform float now = 0.0;

uniform float ripple_speed       : hint_range(0.5, 8.0)  = 2.5;   // m/s expansion
uniform float ripple_wavelength  : hint_range(0.05, 1.0) = 0.20;  // distance between crests
uniform float ripple_lifetime    : hint_range(0.5, 6.0)  = 2.5;   // seconds visible
uniform float ripple_height      : hint_range(0.0, 0.4)  = 0.08;  // visual normal kick

void vertex() {
    // Sample ripples in vertex to displace Y for proper silhouette.
    vec3 wpos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
    float disp = 0.0;
    for (int i = 0; i < MAX_RIPPLES; i++) {
        vec4 r = ripples[i];
        if (r.w <= 0.0) continue;
        float age = now - r.z;
        if (age < 0.0 || age > ripple_lifetime) continue;
        float dist = length(wpos.xz - r.xy);
        float front = age * ripple_speed;
        float ring = exp(-pow((dist - front) / 0.25, 2.0));
        float fade = 1.0 - smoothstep(0.0, ripple_lifetime, age);
        disp += sin((dist - front) / ripple_wavelength * 6.2831) * ring * fade * r.w;
    }
    VERTEX.y += disp * ripple_height;
}

void fragment() {
    // Base water normal scroll.
    vec2 nuv = UV + vec2(TIME * scroll_speed, TIME * scroll_speed * 0.7);
    vec3 base_n = texture(normal_map, nuv).rgb * 2.0 - 1.0;

    // Composite ripple normals on top.
    vec3 wpos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
    vec3 ripple_n = vec3(0.0, 0.0, 1.0);
    float ripple_glow = 0.0;
    for (int i = 0; i < MAX_RIPPLES; i++) {
        vec4 r = ripples[i];
        if (r.w <= 0.0) continue;
        float age = now - r.z;
        if (age < 0.0 || age > ripple_lifetime) continue;
        vec2 d = wpos.xz - r.xy;
        float dist = length(d);
        float front = age * ripple_speed;
        float ring = exp(-pow((dist - front) / 0.25, 2.0));
        float fade = 1.0 - smoothstep(0.0, ripple_lifetime, age);
        vec2 dir = (dist > 0.0001) ? (d / dist) : vec2(0.0);
        float wave = cos((dist - front) / ripple_wavelength * 6.2831);
        ripple_n.xy += dir * wave * ring * fade * r.w * 1.5;
        ripple_glow += ring * fade * r.w * 0.5;
    }

    // NORMAL_MAP is decoded by the engine (scene_forward_clustered.glsl:1427 —
    // `normal_map.xy = normal_map.xy * 2.0 - 1.0`), so hand it the RAW [0,1] texel
    // encoding. Assigning an already-decoded +/-1 vector makes a flat surface read
    // as permanent maximum tilt.
    NORMAL_MAP = normalize(base_n + vec3(ripple_n.xy, 0.0)) * 0.5 + 0.5;
    NORMAL_MAP_DEPTH = 0.6;

    // Fresnel-tinted color.
    float fres = pow(1.0 - clamp(dot(NORMAL, VIEW), 0.0, 1.0), fresnel_power);
    ALBEDO = mix(water_color.rgb, ripple_color.rgb, ripple_glow);
    METALLIC = water_metallic;
    ROUGHNESS = water_roughness;
    ALPHA = mix(water_color.a, 1.0, fres);
    EMISSION = ripple_color.rgb * ripple_glow * 0.4;
}

Read the full file on GitHub · 401 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. 7d ago First seen · 401 lines · 75 tokens per session scan A a3db672027b8

Subscribe to this mod's changes

water-ripple is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 75 tokens to every session and 5,297 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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