scottstts/threejs-shadow-systems
Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-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.
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.
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.
Take scottstts/threejs-shadow-systems 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.