Three r185.1 · Native WebGPU/TSL

Build ambitious Three.js scenes.

Expert skills for WebGPU rendering, procedural worlds, and final-image pipelines, with declared labs and explicit evidence status.

27
expert skills
40
primary targets
28
canonical targets
5
flagship targets
r185.1
Three.js target

See what each skill lets you build.

Open a live WebGPU demo, then read the full skill for architecture, budgets, failure conditions, and validation.

Generated asset preview for Directional Wave Seed Surface; not canonical runtime evidence
Generated input

Directional Wave Seed Surface

Layer directional wave seeds into displacement and slope inputs before the full FFT cascade takes ownership.

Generated asset preview for Reduced-Tier Crater Mask Planet; not canonical runtime evidence
Generated input

Reduced-Tier Crater Mask Planet

Project crater masks onto a sphere and inspect relief before moving to cube-sphere quadtree LOD.

Generated asset preview for Biome Field Terrain; not canonical runtime evidence
Generated input

Biome Field Terrain

Drive terrain height, material response, and placement from one coherent biome field.

Generated asset preview for Lava Cause Material; not canonical runtime evidence
Generated input

Lava Cause Material

Turn one authored lava cause into PBR crust, normal relief, and raw HDR emission.

Generated asset preview for Bounded Water Caustic Projection; not canonical runtime evidence
Generated input

Bounded Water Caustic Projection

Feed deterministic caustic fields into bounded water and inspect the floor-lighting response.

Generated asset preview for Weather Map Cloud Layers; not canonical runtime evidence
Generated input

Weather Map Cloud Layers

Shape cloud density and erosion with generated weather maps across final and diagnostic views.

Generated asset preview for Frost Crystal Surface; not canonical runtime evidence
Generated input

Frost Crystal Surface

Use crystal structure maps to control frost tint, refraction, and thaw diagnostics.

Generated asset preview for Wet Surface Ripple Normals; not canonical runtime evidence
Generated input

Wet Surface Ripple Normals

Compare ripple-normal variants as wet asphalt responds to rain and changing light.

Generated asset preview for Curved-Ray Starfield Preview; not canonical runtime evidence
Generated input

Curved-Ray Starfield Preview

Wrap a bounded lensing proxy in repeatable star tiles and inspect the curved-ray direction field.

Generated asset preview for Meadow Density Placement; not canonical runtime evidence
Generated input

Meadow Density Placement

Translate meadow density into placement, path clearing, flower tint, and LOD response.

Choose your path.

Start with the decision in front of you, then move from the relevant guide cluster into skills, demos, and evidence.

Find your fit

Match the pack to your role, workflow, and the work it should not own.

Compare approaches

Evaluate named options and total cost before committing to an implementation route.

Install or migrate

Start cleanly with the pack or move an existing workflow without hiding the transition cost.

Build for an industry

Start from real workload, interaction, and performance constraints rather than a generic role.

From scene goal to implementation

Know what to build, which skills own it, and where the boundaries are.

Start with the visual system, not a directory of techniques. The routing skill selects the smallest expert set, names shared signals and final-output ownership, then points to declared primary targets and their current evidence reports.

The registry declares 40 primary targets with canonical source and published entrypoints. That is not an acceptance claim: 25 suites are accepted; 15 still require their declared capture, timing, lifecycle, or visual proof.

canonical28skill-owned labs built from native source
support7focused integrations and mechanism benches
startup contracts493157 scenarios · 220 mechanisms · 116 tiers
preserved48secondary records, none counted as primary proof
rendererr185.1exact Three.js revision across the matrix
toolchain8.1.3Vite · Playwright 1.61.1
01

Describe the scene

Name the visual target, platform, frame budget, and constraints.

02

Get the smallest expert set

Route across domains without duplicating renderers, passes, or temporal state.

03

Build against declared targets

Reuse source and contracts, then check each target's current evidence report.

Declared entrypoints
40 / 40Canonical source and a browser or non-rendering scenario entrypoint are present. Runtime acceptance is reported separately.
Accepted evidence
25 / 40Every required claim passed the current evidence gate.
Still pending
15Native capture, timing, lifecycle, or direct visual review remains open.

Primary targets, organized by outcome

Open a target to inspect its published entrypoint and declared fixed states. “Evidence pending” means its required v2 proof has not earned acceptance. Inspect all 40 evidence reports.

Canonical skill labs

The registry declares 28 canonical labs, including rendering targets and the non-rendering Debugging suite.

28 routes
Deterministic contract-lab screenshot for Explicit WebGPU Fallback Teaching Harness Deterministic contract-lab screenshot Canonical labAccepted

Explicit WebGPU Fallback Teaching Harness

Three.js Compatibility Fallbacks

7 scenarios · 6 mechanisms · 0 tiers
Deterministic contract-lab screenshot for Three.js Debugging Decision Lab Deterministic contract-lab screenshot Canonical labAccepted

Three.js Debugging Decision Lab

Three.js Debugging

7 scenarios · 5 mechanisms · 0 tiers
Canonical capture Accepted evidence published 878849be345c source hash 16 fixed states · 6 runtime proof requirements Canonical labAccepted

Node Selective Bloom

Bloom

6 scenarios · 6 mechanisms · 4 tiers
Canonical capture Accepted evidence published 29d2b3162053 source hash 15 fixed states · 5 runtime proof requirements Canonical labAccepted

Semantic Mesh Writer

Procedural Geometry

6 scenarios · 6 mechanisms · 3 tiers
final design for Native WebGPU Structured Ash Growth final design Canonical labAccepted

Native WebGPU Structured Ash Growth

Procedural Vegetation

6 scenarios · 4 mechanisms · 3 tiers
Canonical capture Accepted evidence published c0bee8cf5535 source hash 16 fixed states · 9 runtime proof requirements Canonical labAccepted

TSL Curved Ray

Curved-Ray Space Effects

6 scenarios · 6 mechanisms · 4 tiers
Canonical capture Accepted evidence published f09b1846e653 source hash 15 fixed states · 7 runtime proof requirements Canonical labAccepted

TSL Procedural PBR

Procedural Materials

6 scenarios · 6 mechanisms · 3 tiers
Canonical capture Accepted evidence published fb62459b213a source hash 11 fixed states · 6 runtime proof requirements Canonical labAccepted

WebGPU Bounded Water

Water Optics

1 scenarios · 6 mechanisms · 4 tiers
Canonical capture Runtime evidence pending cb4d3abfaab1 source hash 21 fixed states · 9 runtime proof requirements Canonical labEvidence pending

Native WebGPU Cached Clipmap Shadow Lab

Scalable Real-Time Shadows

9 scenarios · 9 mechanisms · 3 tiers
Camera-rig presentation readback for WebGPU Camera Rig Camera-rig presentation readback Canonical labAccepted

WebGPU Camera Rig

Camera Controls And Rigs

1 scenarios · 6 mechanisms · 3 tiers
Dense grass native WebGPU readback for Native WebGPU Dense Grass Dense grass native WebGPU readback Canonical labAccepted

Native WebGPU Dense Grass

Procedural Vegetation

7 scenarios · 3 mechanisms · 4 tiers
Canonical capture Accepted evidence published f238d4795026 source hash 14 fixed states · 3 runtime proof requirements Canonical labAccepted

WebGPU Exposure Color Pipeline

Exposure And Color Grading

5 scenarios · 6 mechanisms · 3 tiers
FFT ocean final presentation readback for WebGPU FFT Ocean FFT ocean final presentation readback Canonical labEvidence pending

WebGPU FFT Ocean

Spectral Ocean

1 scenarios · 6 mechanisms · 4 tiers
final.design.png for WebGPU Field Bake final.design.png Canonical labEvidence pending

WebGPU Field Bake

Procedural Fields

6 scenarios · 6 mechanisms · 3 tiers
Canonical capture Runtime evidence pending 367f880e1d52 source hash 10 fixed states · 8 runtime proof requirements Canonical labEvidence pending

WebGPU Image Pipeline

Image Pipeline

1 scenarios · 6 mechanisms · 3 tiers
Atmosphere final composite readback for Native WebGPU LUT Atmosphere Atmosphere final composite readback Canonical labEvidence pending

Native WebGPU LUT Atmosphere

Sky, Atmosphere, and Haze

6 scenarios · 6 mechanisms · 3 tiers
Material-slot presentation readback for WebGPU Material Slot Compiler Material-slot presentation readback Canonical labEvidence pending

WebGPU Material Slot Compiler

Procedural Buildings and Cities

6 scenarios · 6 mechanisms · 3 tiers
Canonical capture Accepted evidence published d151b7e9512b source hash 16 fixed states · 6 runtime proof requirements Canonical labAccepted

WebGPU Node GTAO

Ambient Contact Shading

7 scenarios · 6 mechanisms · 3 tiers
Canonical capture Runtime evidence pending a619e33bbaac source hash 11 fixed states · 9 runtime proof requirements Canonical labEvidence pending

Object Sculptor Multi-Subject Corpus

Three.js Object Sculptor

3 scenarios · 5 mechanisms · 3 tiers
Pooled effects correctness presentation for WebGPU Pooled Effects Pooled effects correctness presentation Canonical labEvidence pending

WebGPU Pooled Effects

Representation-First Particles, Trails, and Effects

7 scenarios · 7 mechanisms · 3 tiers
Canonical capture Accepted evidence published 66a3fc6e27a7 source hash 18 fixed states · 6 runtime proof requirements Canonical labAccepted

WebGPU Procedural Creature Lab

Procedural Creatures

7 scenarios · 8 mechanisms · 3 tiers
Canonical capture Runtime evidence pending 75dc31ba17b9 source hash 12 fixed states · 7 runtime proof requirements Canonical labEvidence pending

WebGPU Procedural Timelines

Procedural Motion Systems

3 scenarios · 6 mechanisms · 3 tiers
Quadtree planet correctness presentation for Native WebGPU Quadtree Planet Quadtree planet correctness presentation Canonical labEvidence pending

Native WebGPU Quadtree Planet

Procedural Planets

7 scenarios · 7 mechanisms · 3 tiers
Rain/snow/wet surfaces hardware WebGPU readback for WebGPU Rain Snow And Wet Surfaces Rain/snow/wet surfaces hardware WebGPU readback Canonical labAccepted

WebGPU Rain Snow And Wet Surfaces

Rain, Snow, and Wet Surfaces

1 scenarios · 6 mechanisms · 3 tiers
Touch-history Frost hardware WebGPU readback for WebGPU Touch History Frost Touch-history Frost hardware WebGPU readback Canonical labAccepted

WebGPU Touch History Frost

State-Transition Dynamic Surface Effects

1 scenarios · 6 mechanisms · 3 tiers
Canonical capture Accepted evidence published 23543812e0d4 source hash 11 fixed states · 6 runtime proof requirements Canonical labAccepted

WebGPU Tower Ship Sculptor

Three.js Object Sculptor

3 scenarios · 5 mechanisms · 3 tiers
Native WebGPU validation harness final readback for Native WebGPU validation harness Native WebGPU validation harness final readback Canonical labAccepted

Native WebGPU validation harness

Visual Validation

8 scenarios · 6 mechanisms · 5 tiers
Weather volume clouds native WebGPU readback for Native WebGPU Weather Volume Clouds Weather volume clouds native WebGPU readback Canonical labAccepted

Native WebGPU Weather Volume Clouds

Volumetric Clouds

4 scenarios · 7 mechanisms · 4 tiers

Cross-skill flagships

The five ownership-critical scenes where independent systems must compose without duplicate render, signal, tone-map, or output owners.

5 routes

Focused integrations and benches

Five focused integration hosts and two mechanism benches that prove temporal, AO, vegetation, precipitation, and shadow composition.

7 routes

Start with the scene you want to build

Each skill owns a bounded technical domain and explains when to use it, what it costs, what it shares, and how it fails.

Planning and Validation

Route requests to the right experts, diagnose version-dependent failures, and prove results with reproducible evidence.

Cameras, Lighting, and Final Image

Who owns depth, tone mapping, and the last pass determines the difference between a demo and an image.

Accepted evidence

Camera Controls And Rigs

One-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.

1 primary · 6 mechanisms · 3 tiers
Native evidence pending

Scalable Real-Time Shadows

Fit scalable directional cast shadows in Three.js r185 WebGPU/TSL. Use when choosing one bounded shadow, CSM, tiled arrays, or cached clipmaps; stabilizing projection, filtering, or bias; or fixing invalidation, caster parity, bindings, or sustained cost.

3 primary · 16 mechanisms · 5 tiers
Accepted evidence

Ambient Contact Shading

Ground indirect lighting with ambient visibility in Three.js r185 WebGPU/TSL. Use when choosing authored material AO, dynamic GTAO, forward-lighting placement, reduced-resolution reconstruction, temporal AO, or bent normals.

2 primary · 9 mechanisms · 6 tiers
Accepted evidence

Bloom

Bloom scene-linear HDR in Three.js WebGPU/TSL. Use when choosing optical full-scene glare, selective or hybrid contributors, transparent contribution blending, or viewport, exposure, and performance gates for BloomNode.

1 primary · 6 mechanisms · 4 tiers
Accepted evidence

Exposure And Color Grading

Meter and grade scene-linear Three.js WebGPU images. Use for choosing fixed or automatic exposure; adapting EV on the GPU; assigning tone-map and output conversion; or placing and validating 3D LUTs.

1 primary · 6 mechanisms · 3 tiers
Native evidence pending

Image Pipeline

Coordinate Three.js WebGPU/TSL final-image graphs. Use when effects share scene-pass signals or output ownership, when choosing MRT versus reconstruction or narrow passes, when admitting temporal history, or when whole-graph budgets and lifetimes decide the design.

7 primary · 36 mechanisms · 19 tiers

Worlds and Environments

Skies, oceans, weather, and water that share causes instead of fighting each other.

Procedural Content

Fields, materials, geometry, object reconstruction, buildings, planets, vegetation, and creatures as authored systems, not noise soup.

Native evidence pending

Procedural Fields

Procedural fields for coherent scalar and vector causes in Three.js WebGPU/TSL. Use when a task needs shared causes across materials, geometry, or compute; must choose direct evaluation versus a baked field; needs deterministic CPU/TSL parity and footprint filtering; or needs metric signed-distance terrain and coast analysis.

1 primary · 6 mechanisms · 3 tiers
Accepted evidence

Procedural Materials

Procedural materials for coherent NodeMaterial PBR systems in Three.js WebGPU/TSL. Use when a task needs shared identities across PBR channels, must select UV, array, atlas, or projected mapping, needs footprint-filtered normals and specular AA, or needs dynamic per-instance material state with explicit output ownership.

1 primary · 6 mechanisms · 3 tiers
Accepted evidence

Procedural Geometry

Procedural geometry compilation for Three.js WebGPU/TSL. Use when a task needs an indexed mesh writer, contour-derived terrain or terraces, profile or branch sweeps, or a BatchedMesh, InstancedMesh, or dynamic-update decision.

1 primary · 6 mechanisms · 3 tiers
Native evidence pending

Three.js Object Sculptor

Sculpt reference-image objects into procedural Three.js models. Use for reconstruction feasibility, procedural build planning, code-native implementation, or animation-, collider-, and destruction-ready structure from one or more object views.

2 primary · 10 mechanisms · 6 tiers
Native evidence pending

Procedural Buildings and Cities

Compile procedural buildings, cities, and semantic site assemblies in Three.js r185 WebGPU/TSL. Use for building massing and facades, city-scale architectural batching and LOD, or deterministic placement of heterogeneous site assets around architecture.

1 primary · 6 mechanisms · 3 tiers
Native evidence pending

Procedural Planets

Scale procedural planetary bodies in Three.js r185 WebGPU/TSL. Use when global curvature needs a cube-sphere quadtree, a sustained ground view needs a tangent clipmap, an orbit-to-ground transition needs both, or a gas-giant cloud deck needs body-scale band fields.

1 primary · 7 mechanisms · 3 tiers
Accepted evidence

Procedural Vegetation

Compile procedural vegetation for Three.js WebGPU/TSL. Use for dense grass and ground-cover populations, structured tree growth and rooted wind, or terrain-aware ecological placement.

3 primary · 10 mechanisms · 10 tiers
Accepted evidence

Procedural Creatures

Compile procedural creatures for Three.js WebGPU/TSL. Use for generated body surfaces, semantic rigs or creature locomotion, or repeated procedural populations.

1 primary · 8 mechanisms · 3 tiers

Motion and Effects

Kinematics, particles, surface history, and spacetime with frame-rate-independent discipline.

A validation protocol designed to reject pretty lies.

The schema-v2 contract separates what was authored, derived, measured, and gated; its verdicts cannot collapse missing GPU timing or mechanism proof into an aggregate pass.

numeric provenance

Four labels

Authored · Derived · Measured · Gated. Every normative number names where it came from.

claim verdicts

Four outcomes

PASS · FAIL · INSUFFICIENT_EVIDENCE · NOT_CLAIMED. Silence cannot masquerade as success.

bundle

14 ledgers

Pipeline, timing, resources, bandwidth, errors, lifecycle, mechanisms, and the exact visual contract travel together.

readback

256-byte alignment

Odd-size and padded-row tests prevent valid WebGPU frames from becoming striped or falsely nonblank PNGs.

single-owner graph

One final image path

  1. scene HDR
  2. shared MRT
  3. physical stages
  4. exposure
  5. tone map
  6. output
lifecycle

50-100 cycles

Create, render, resize, switch mode and tier, then dispose. The result is measured repeatedly rather than inferred from one clean frame.

mutations

Failure must fail

Bad stride, duplicate owners, false diagnostics, self-comparison, leaked storage, and missing timestamps are blocking cases.

Add the skill pack to your coding agent

Install once, then let the router select only the expert skills relevant to your scene.

List the pack, then install all top-level skills for your agent.

npx skills@latest add linegel/threejs-complete-set-of-skill --list
npx skills@latest add linegel/threejs-complete-set-of-skill --skill '*'
Open repository ↗
Harness-specific installation recipes 4 targets
01

skills CLI

Use the open skills installer to list the pack, then install every skills/threejs-* directory as one coherent graphics skill pack for your selected agent.

npx skills@latest add linegel/threejs-complete-set-of-skill --list
npx skills@latest add linegel/threejs-complete-set-of-skill --skill '*'
02

Claude Code

Install through skills CLI, or symlink/copy the installable skill folders into a personal or project skills directory.

npx skills@latest add linegel/threejs-complete-set-of-skill --skill '*' -a claude-code -g -y
# manual fallback:
git clone https://github.com/linegel/threejs-complete-set-of-skill.git
ln -s "$PWD/threejs-complete-set-of-skill"/skills/threejs-* ~/.claude/skills/
03

Codex CLI

Install the whole pack through skills CLI when available. For local checkouts, keep AGENTS.md pointed at the repo-local skills/threejs-*/SKILL.md files as the authoritative source.

npx skills@latest add linegel/threejs-complete-set-of-skill --skill '*' -a codex -g -y
# local checkout fallback: read ./skills/threejs-*/SKILL.md when a task matches
04

Cursor / Gemini / generic agents

Install with copy mode, then expose the installed skill directories directly to the harness. In a repository checkout, each installable source directory is skills/<name>/. Repository examples and labs remain separate validation material.

npx skills@latest add linegel/threejs-complete-set-of-skill --skill '*' --copy -y
# configure the harness with the installed skill directories
curl -s https://threejs-skills.com/skills.json | jq '.install.source, .skills[].name'
curl -s https://threejs-skills.com/llms.txt

Preserved secondary surfaces

Concept proxies, generated-asset previews, fixtures, and the legacy reference retain their public URLs and explicit limitations. They contribute exactly zero primary acceptance.

Open the secondary archive 25 published previews