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Threejs Image Pipeline

scottstts/threejs-image-pipeline

Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.

2k tokens
context cost
the whole folder, loaded on every use
3
files
instructions only
0
copies elsewhere
how many repositories repackaged it
527
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-image-pipeline

The instruction itself

4 sections, as written by the author

Image Pipeline

Use this skill only when composing several image-space systems or defining shared buffers. For one effect, load its atomic skill instead.

Load:

  • $threejs-screen-space-ambient-occlusion for GTAO, bent normals, denoising, or AO application;
  • $threejs-bloom for HDR extraction and bloom;
  • $threejs-exposure-color-grading for metering, adaptation, tone mapping, LUTs, and output conversion.

The pipeline must expose its signals and ordering. Do not install a pile of effects and tune the final frame blindly.

Signal order

scene HDR color + depth + normals + albedo where required
  → lighting-related screen effects
  → atmosphere/transparency composition
  → bloom
  → exposure
  → tone mapping
  → grading
  → lens/presentation effects
  → output conversion

Read references/production-image-pipeline.md

for four production pass graphs, their buffer/resolution contracts, and the

ownership boundaries between whole-scene and effect-local graphs.

Rules

  • Tone-map once.
  • Keep HDR bloom before tone mapping.
  • Meter exposure from a small luminance target, not the final 8-bit screen.
  • Separate direct and indirect light before applying bent-normal ambient tint when possible.
  • Upsample low-resolution effects with depth/normal-aware weights.
  • Build pass toggles and effect-only views before tuning.
  • UI rendered in the same target needs an explicit protection strategy.
  • Do not load all atomic post skills by default. Route only the effects actually requested.

Routing boundary

Use this skill when multiple image-space systems must share buffers, ordering,

or output ownership. For one isolated effect, use its atomic skill without

loading this coordinator.

How to use it

Copy the folder

Take scottstts/threejs-image-pipeline from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.