AGENT SKILLS · ミッション装備
実際に使われている Agent Skills
公開リポジトリの検証済み Skills を比較し、機能、内容、導入状況、出典を確認してから追加できます。
- 掲載範囲
- 検証済み
- Skills
- 17,083
- リポジトリ
- 2744
- 最終同期
- 2026/10/16
scottsttsthreejs-bloom
Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-camera-direction
Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-image-pipeline
Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-parallax-occlusion-mapping
Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief-aware shadow depth, and height-derived normals.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-precipitation-surfaces
Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-animation
Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-architecture
Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-fields
Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-geometry
Build well-crafted production procedural meshes in Three.js. Use for complete hard-surface assemblies and humanoid robots, profile extrusion, parameter-curve and spine lofts, pillow panels, exact polygon cuts, inset, revolve, sweep, solidify, bevels and fillets, shell thickness, direct-topology apertures, semantic mesh writers, or diagnosing primitive-built forms, coplanar flicker, loose/non-manifold geometry, detached parts, interpenetration, support, clearance, and swept-envelope defects.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-materials
Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, deformable granular sand with mass-coupled grain shading, simulated tearable denim with implicit yarn mechanics, wear-driven failure and frayed fibres, woven cloth with GPU XPBD mechanics and yarn microstructure, simulated fur with interactive grooming
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-planets
Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-vegetation
Generate authored procedural trees, grass, ivy, flowers, and vegetation in Three.js or raw WebGPU. Use for surface-following vines, painted ivy paths, stylized or GPU grass, GPU-culled virtual flower fields, trunks, recursive branches, roots, canopies, leaf cards, species presets, deterministic growth, distance-tiered plant geometry, and rooted blade, stem, or petiole-hinge wind.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-procedural-vfx
Author production real-time VFX in Three.js. Use for filmic HDR lens-flare compositors, highlight-derived ghosts, field-angle pupil deformation, localized glare and bloom, raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, time
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-raymarched-space-effects
Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormhole throat transits, curved-ray and null-geodesic integration, lensed celestial spheres, procedural star fields and galactic skies, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-screen-space-ambient-occlusion
Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-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.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-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.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-spectral-ocean
Build large procedural oceans and coast transitions in Three.js. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, coastal breakers, finite-volume shallow-water beach waves, signed-distance coastlines, shallow-water swash films, wet-sand transitions, rock-impact spray, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic g
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-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.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-visual-validation
Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-volumetric-clouds
Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
scottsttsthreejs-water-optics
Build production analytic and bounded water in Three.js. Use for photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and cre
- 導入数
- 2
- GitHub Stars
- 911
- 更新日
- 10月15日
hamenmaterial-3
Implement Google's Material Design 3 (Material You) UI system. Primary: Jetpack Compose Material3 (MaterialTheme, components, adaptive layout). Also Flutter and limited web (@material/web, maintenance mode). Covers tokens, 30+ components, layout, theming, M3 Expressive (platform matrix), and accessibility. Use when: "material design", "MD3", "material you", "Jetpack Compose", "MaterialTheme", "material component", "md3 button".
- 導入数
- 2
- GitHub Stars
- 1476
- 更新日
- 7月15日