scottstts/threejs-skill-router
Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.
npx skills add https://github.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-skill-router
Treat the model's Three.js knowledge and official documentation as prerequisites. Load only the expertise that changes the visual result.
| Required result | Load |
| --- | --- |
| shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, floating origins | $threejs-camera-direction |
| launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | $threejs-procedural-animation |
| reusable scalar/vector fields, domain warping, causal masks, procedural normals | $threejs-procedural-fields |
| atlas-filtered blocks, planetary surfaces, hybrid texture-backed PBR soil/moss with procedural displacement and masks, ground and model moss accumulation, terrain wetness, lava/emissive surfaces, authored frame PBR, specular AA | $threejs-procedural-materials |
| height-field ray marching, silhouette-aware POM, curved relief shells, relief self-shadowing | $threejs-parallax-occlusion-mapping |
| complete hard-surface object assemblies, procedural vehicles, parameter-curve section tracks, tilted shell lofts, UV-owned apertures, spanwise airfoil lofts, sculpted rails/frames, branch rings, fin lofts, semantic mesh writers, material slots and groups | $threejs-procedural-geometry |
| trees, surface-following ivy, painted vines, stylized grass, GPU-computed grass, roots, foliage, rooted wind deformation | $threejs-procedural-vegetation |
| buildings, façade grammars, profiles, ornaments, modular mesh writers | $threejs-procedural-architecture |
| planets, terrain, craters, biome fields, coastlines, spherical detail | $threejs-procedural-planets |
| sky scattering, planetary shells, depth-based aerial perspective | $threejs-atmosphere-aerial-perspective |
| weather-driven raymarched clouds and cloud shadows | $threejs-volumetric-clouds |
| FFT oceans, hybrid FFT/Gerstner clear water, stylized above/below ocean optics, submerged Snell windows, total internal reflection, forward-refracted structures, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, spectral cascades, choppy derivatives, Jacobian whitecaps | $threejs-spectral-ocean |
| authored analytic waves, bounded heightfield pools, object ripples, differential-area caustics, ray-traced pool volume optics, shared normals, heuristic refraction, fallback absorption, crest foam | $threejs-water-optics |
| falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, surface wetness | $threejs-precipitation-surfaces |
| curved-ray black holes, accretion disks, wormholes | $threejs-raymarched-space-effects |
| raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, volumetric fluid fields, mesh-surface emitters, SDF fire collisions, particles, trails, plasma, shockwaves, holographic projections, Fresnel rim shells, scanline banding, layered event effects | $threejs-procedural-vfx |
| accumulated screen frost, touch clearing, wet-window rain, view-aligned droplet refraction and blur | $threejs-temporal-surfaces |
| stable large-world shadows, cascades, clipmaps, cached updates | $threejs-shadow-systems |
| GTAO, bent normals, bilateral reconstruction | $threejs-screen-space-ambient-occlusion |
| HDR bloom and selective emission contribution | $threejs-bloom |
| eye adaptation, tone mapping, LUT grading, output color | $threejs-exposure-color-grading |
| shared depth/normal/velocity ownership and multi-pass ordering | $threejs-image-pipeline |
| fixed-view diagnostics, seed sweeps, temporal and budget evidence | $threejs-visual-validation |
For a new procedural scene:
$threejs-camera-direction when framing, lens, camera frame, or mode transitions affect the target.$threejs-procedural-animation when object motion requires authored phases, moving frames, or spring convergence.$threejs-procedural-fields when multiple visual channels must share coherent structure.$threejs-image-pipeline last.$threejs-visual-validation for a deterministic evidence set.A routed task is incomplete until the implementation exposes:
Take scottstts/threejs-skill-router 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.