Agent skill

3D Sky Rays

by MengTo in MengTo/Skills

Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing.

MITAuto-check passedGame Development

Install 3D Sky Rays

skills CLI
$ npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install MengTo/Skills 3d-sky-rays --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/3d/3d-sky-rays .claude/skills/3d-sky-rays && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
3d-sky-rays
GitHub stars
6.6k
Token cost
~1.2k tokens
SKILL.md length
623 words
Files
3
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing.

  • Works in 6 steps: Render scene color in linear HDR. Obtain… → A dedicated sky mask is the portable… → Project a point along the sun direction… → …
  • Rays of light from the sky
  • SKILL.md covers Fit the existing renderer, Build an occlusion-aware ray…, Tune appearance before cost and Verify, plus 1 more section
  • Calls uv

What it does

3D Sky Rays is an agent skill from MengTo/Skills. Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.

Its SKILL.md is about 1.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files (for example `REFERENCES.md` and `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • Rays of light from the sky
  • Sunlight through trees
  • Golden-hour architectural scenes

Example prompts

  • “/3d-sky-rays”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Render scene color in linear HDR. Obtain a mask identifying open sky: white for sky, black for opaque occluders. Match foliage alpha…
  2. A dedicated sky mask is the portable default. Reusing scene alpha is an optimization only when every preceding pass preserves its meaning…
  3. Project a point along the sun direction from the camera. Reject a source behind the camera before using projected coordinates. Convert NDC…
  4. For each ray-buffer pixel, march toward the sun UV. Sample sky visibility multiplied by sky brightness above an HDR threshold. Accumulate…
  5. Reject UVs outside the mask texture. Fade the effect as the sun moves far off-screen; clamping samples to the edge creates bright bands. A…
  6. Composite the ray color additively into linear scene color before the final tone-map/output transform. Preserve the input alpha if later…

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • uv

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use uv, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

3D Sky Rays loads about 1.2k tokens when it runs. Until then it costs about 75 tokens; SKILL.md has 623 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~75
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 623 words, ~1,229 tokens.

Download SKILL.mdSave it as .claude/skills/3d-sky-rays/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
3d-sky-rays
description
Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.

3D Sky Rays

Make the light appear to travel through gaps in the scene. Roof edges and foliage should shape the shafts as the camera moves.

Fit the existing renderer

Inspect the renderer version, render targets, alpha usage, depth path, tone mapping, and post-processing order. Keep the existing WebGL or WebGPU backend. The shader recipe below describes a WebGL screen-space effect; implement the equivalent in the project's node/render pipeline when using WebGPU.

Use one normalized world-space direction pointing toward the sun for the sky, ray source, and directional lighting. If the art direction deliberately offsets the visible sun from the lighting sun, document and control that offset in one place.

Build an occlusion-aware ray pass

  1. Render scene color in linear HDR. Obtain a mask identifying open sky: white for sky, black for opaque occluders. Match foliage alpha cutouts and vertex motion in the mask pass so leaves do not become solid rectangles.
  2. A dedicated sky mask is the portable default. Reusing scene alpha is an optimization only when every preceding pass preserves its meaning: sky alpha 0, opaque geometry alpha 1. Transparent glass, particles, canvas compositing, and AO can break that convention; inspect the mask directly.
  3. Project a point along the sun direction from the camera. Reject a source behind the camera before using projected coordinates. Convert NDC to UV with uv = ndc.xy * 0.5 + 0.5; account for the pipeline's texture orientation.
  4. For each ray-buffer pixel, march toward the sun UV. Sample sky visibility multiplied by sky brightness above an HDR threshold. Accumulate decaying samples and divide by the sum of weights so sample-count changes do not change exposure.
  5. Reject UVs outside the mask texture. Fade the effect as the sun moves far off-screen; clamping samples to the edge creates bright bands. A small overscan margin is useful for a sun just outside the frame.
  6. Composite the ray color additively into linear scene color before the final tone-map/output transform. Preserve the input alpha if later passes need it.

Core accumulation, expressed as pseudocode:

text
step = (pixelUV - sunUV) * density / sampleCount
sampleUV = pixelUV - step * jitter
sum = 0; weightSum = 0; weight = 1
repeat sampleCount times:
    sampleUV -= step
    if sampleUV is inside the texture:
        energy = max(luminance(scene(sampleUV)) - threshold, 0)
        sum += min(energy, energyCap) * skyMask(sampleUV) * weight
    weightSum += weight
    weight *= decay
rays = sum / max(weightSum, epsilon)

Use aspect-correct distance from the source for radial falloff. Keep any angular variation broad and subtle; the scene occlusion should provide most of the structure. On opaque foreground surfaces, attenuate the screen-space overlay strongly so wood and stone retain contrast. This is an artistic approximation, not a substitute for depth-integrated volumetric scattering.

Show full SKILL.md (233 more words)Show less

Tune appearance before cost

Start with a low sun, warm neutral tint, visible gaps, and restrained intensity. View from behind a roofline and through a canopy. Whiteout usually means excessive intensity or a bad mask, not insufficient bloom.

Use roughly 24–48 samples and a half-resolution ray buffer as a starting experiment; increase only when visible banding warrants it. Seijaku's reference uses 72 samples, which is a reference choice rather than a required quality floor. Smooth noise jitter can reduce bands, but animated jitter can shimmer; use stable noise for still or reduced-motion views unless temporal accumulation is available.

Skip the pass when its contribution is zero. Resize its buffers with the drawing buffer, dispose replaced targets, and measure its incremental GPU/frame cost with rays enabled and disabled. Avoid synchronous GPU readback in the render loop.

Verify

  • Roofs and leaf silhouettes visibly interrupt shafts; no rectangular foliage halos.
  • Turning away from the sun removes the effect without a mirrored source or flash.
  • Entering an interior preserves surface contrast; unrelated emissive objects do not become suns.
  • Camera orbit, portrait resize, dusk, and a static reduced-motion frame remain stable.
  • Desktop and mobile checks include shader errors, frame time, and the actual ray-buffer size.

Reference

Read REFERENCES.md for the source and renderer documentation. In Seijaku, inspect GodRayShader, makePost, and the projected-source update. Its alpha-mask convention depends on its complete render pipeline; do not transplant that assumption alone.

© MengTo, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files in agent-skills/3d/3d-sky-rays of MengTo/Skills.

  • SKILL.md
  • REFERENCES.md
  • agents/openai.yaml

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

3D Sky Rays next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

3D Sky Rays compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
3D Sky Rays this skillMengTo/Skills6.6k—~1.2kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage65k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about 3D Sky Rays

What does 3D Sky Rays do?

Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. 3D Sky Rays is an agent skill from MengTo/Skills.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing.

When should I use 3D Sky Rays?

3D Sky Rays fits situations like: rays of light from the sky; sunlight through trees; golden-hour architectural scenes.

How do I install 3D Sky Rays in Claude Code?

Run `npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-code`. Or copy the skill folder (agent-skills/3d/3d-sky-rays in MengTo/Skills) into .claude/skills/3d-sky-rays in your project. Claude Code loads it when a task matches its description.

How do I install 3D Sky Rays in Codex?

Run `npx skills add MengTo/Skills --skill 3d-sky-rays -a codex`. Or copy the skill folder (agent-skills/3d/3d-sky-rays in MengTo/Skills) into .agents/skills/3d-sky-rays in your project. Codex loads it when a task matches its description.

Can I use 3D Sky Rays in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add MengTo/Skills --skill 3d-sky-rays -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/3d-sky-rays, .gemini/skills/3d-sky-rays, .github/skills/3d-sky-rays and .opencode/skills/3d-sky-rays in your project.

What does 3D Sky Rays need to run?

Going by SKILL.md and its folder, 3D Sky Rays needs the command-line tools its instructions call (uv).

Does 3D Sky Rays access the network?

SKILL.md contains no URLs. Its commands use uv, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is 3D Sky Rays safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does 3D Sky Rays use?

3D Sky Rays is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does 3D Sky Rays use?

About 1.2k tokens (SKILL.md is roughly 4.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to 3D Sky Rays?

Skills that share tags, products or a category with 3D Sky Rays: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains 3D Sky Rays?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,647 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.