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3d-sky-rays — Claude Code skill: sun shafts in a 3D scene

A skill that adds crepuscular rays to a Three.js scene, shaped by roofs and foliage. Useful for golden-hour architectural shots.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-code
Open on GitHub

What 3d-sky-rays does

The skill walks through a screen-space ray pass: render scene color in linear HDR, build a mask of open sky, then march decaying samples toward the sun. Roof edges and leaf silhouettes cut the shafts as the camera moves.

Before touching the shader, it tells you to inspect the renderer: version, render targets, alpha usage, depth path, tone mapping, post-processing order. Keep the existing WebGL or WebGPU backend. The shader recipe describes a WebGL effect, so a WebGPU project needs the equivalent in its node or render pipeline. One normalized world-space direction toward the sun should drive the sky, the ray source and the directional light.

Start with a low sun, a warm neutral tint and restrained intensity; the skill suggests experimenting with 24–48 samples and a half-resolution ray buffer. Whiteout usually means too much intensity or a bad mask, not too little bloom. This is an artistic approximation, not depth-integrated volumetric scattering.

What it helps with

  • add sun shafts past a roofline
  • get light through a tree canopy in Three.js
  • build a sky mask without rectangular halos on foliage
  • fit the ray pass into an existing post-processing order
  • remove banding and shimmer while the camera orbits

Example prompts for the agent

  • add sun rays to my Three.js scene, sun low behind the roof
  • make light come through the canopy without leaves turning into rectangles
  • check the ray pass and kill the banding when I turn the camera

How to install 3d-sky-rays

1Skills CLI (Vercel)

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

2Manually: put the files in place

~/.claude/skills/3d-sky-rays/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/3d-sky-rays/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about 3d-sky-rays

How do I install 3d-sky-rays in Claude?

Run npx skills add MengTo/Skills --skill 3d-sky-rays -a claude-code. The skill lands in ~/.claude/skills/3d-sky-rays/SKILL.md.

What does 3d-sky-rays do?

It describes a ray post-processing pass: sky mask, projected sun position, accumulation of decaying samples, additive composite before tone mapping. Roofs and foliage shape the shafts as the camera moves.

Does it work with WebGPU?

The shader recipe covers a WebGL screen-space effect. On WebGPU you implement the equivalent in the project's node or render pipeline and keep the existing backend.

Source text

SKILL.md · MIT
---
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.

## 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](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 · MengTo/Skills

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