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.
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-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.
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.
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.
Take scottstts/threejs-image-pipeline from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.