skillZs
★ LIVE SKILL TAGS ★
>>> LIVE SKILLS INDEX <<<
* OPEN SOURCE *
NO LOGIN, NO TRACKING
※ REAL INSTALL DATA ※
← back to all skills
scottstts/threejs-awesome-graphics-agent-skills109 installs

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.

How do I install this agent skill?

npx skills add https://github.com/scottstts/threejs-awesome-graphics-agent-skills --skill threejs-shadow-systems
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill provides technical and mathematical instructions for implementing high-performance shadow systems in Three.js. It focuses on rendering logic, stability, and memory management for large-scale environments and does not contain any malicious patterns or security risks.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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.

Cached clipmap workflow

  1. Define concentric light-space square levels.
  2. Snap each level center to its own texel grid.
  3. Cross-fade adjacent levels in shader space.
  4. Refresh near levels continuously.
  5. Cache coarse levels and update them under a frame budget.
  6. Invalidate intersecting levels when important casters or streamed terrain change.
  7. Scale normal bias by world-space texel width.

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.

Failure conditions

  • projection centers move by fractions of a texel;
  • shader containment does not match the map's committed center;
  • all cascades refresh every frame without evidence;
  • coarse levels freeze moving casters indefinitely;
  • depth texture samples occur in divergent fragment control flow;
  • the same normal bias is used across radically different texel sizes;
  • level boundaries become visible under camera motion.

Routing boundary

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.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/scottstts/threejs-awesome-graphics-agent-skills/threejs-shadow-systems">View threejs-shadow-systems on skillZs</a>