인터페이스는 현지화되어 있으며, Skill 소개와 설명 문서는 선택한 언어로 AI가 자동 번역합니다. 코드·명령어·경로·전문 용어는 원문을 유지하며 원작자 문서가 우선합니다.
Skills 둘러보기
생산성 및 협업 · SKILL.md

threejs-temporal-surfaces

threejs-temporal-surfaces

Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.

Independent GitHub snapshot · Automated classification · Original documentation governs

Skill 문서

GitHub

name: threejs-temporal-surfaces description: Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.

Temporal Surfaces

Choose persistent history or procedural screen-space evolution explicitly. Do not fake accumulation with time-only noise, and do not allocate history for an effect whose complete state is analytic in time.

This skill contains exemplary examples and assets beyond descriptive guidance, they're worth studying, referencing, or even copying. Use them sufficiently when relevant and do NOT blindly skip them.

Pipeline

persistent surface: input -> ping-pong state -> blur -> structure -> refraction
procedural surface: time/coverage -> analytic field -> optical normal -> refraction/blur

Read references/ping-pong-accumulation.md for an exact frost pass graph, pointer-history channels, blur and refraction coupling, and implementation defects that must be corrected.

Read the touch-history frost implementation for the previous/deposit/next state transition, reduced blur, static structures, frost-mask composition, and two-scale refraction.

Read references/refractive-window-rain.md and the refractive window rain implementation for layered static and travelling droplets, finite-difference optical normals, background refraction, stochastic disc blur, aspect fill, and presentation.

Rules

  • Separate persistent state, analytic procedural state, and scene color.
  • Preserve separate visible-mask and tilt-response channels.
  • Use half-float for this history path unless a measured lower format is equivalent.
  • Convert per-frame history decay to frame-rate-independent decay.
  • Run the two-pass scene blur at reduced resolution.
  • Pre-render static procedural textures once.
  • Define and test resize/reset behavior for both history targets and static targets.
  • Do not route world footprints, object-UV paint, or simulation-plane wetness here; this skill is view-aligned or screen-space.

Routing boundary

Use $threejs-procedural-vfx for world- or object-space residue and particles. Use $threejs-precipitation-surfaces for world-space rain, puddles, snow, and weather-surface coupling. Use $threejs-procedural-materials when a body must transmit its surroundings through its own volume rather than through a screen-aligned pane. This skill owns view-aligned wet-glass optics and screen-space persistent history.

저장한 Skills