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skill CX Codex

dither-laser-dark-mode — Claude Code skill: what it does

This skill shapes a dark design system with ordered-dither texture and a thin laser accent. Use it for atmospheric interfaces that still need clear hierarchy.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill dither-laser-dark-mode -a claude-code
Open on GitHub

What dither-laser-dark-mode does

The skill defines a direction for the whole design system: near-black backgrounds, lifted panels, dark cards, fine borders, measured spacing, and restrained glow. Ordered dither or digital grain gives large dark areas some material texture. The laser uses the active accent color, with a near-white core and a softer halo or haze around it.

Its guidance covers interface layers, navigation, panels, cards, data surfaces, and controls, along with tuning for dither density, laser intensity, surface contrast, and atmosphere. For WebGL, canvas, or shader layers, it recommends keeping the visual layer fixed behind the UI, setting pointer-events: none, and placing content in a higher stacking context. Check the layer order if the background starts capturing clicks.

The skill also draws clear limits: avoid thick neon bars, full-screen fog, heavy dither, flat black layouts, and hardcoded indigo or cyan when the active accent uses another color.

What it helps with

  • build a dark design system for an interface
  • add ordered dither to backgrounds and secondary surfaces
  • place a thin laser motif behind a focal area
  • tune contrast between page, panels, and overlays
  • keep data readable around glow and haze

Example prompts for the agent

  • Apply dither-laser-dark-mode to the main screen and build a dark design system with near-black surfaces, fine borders, and restrained accent glow.
  • Refactor the panels and cards with dither-laser-dark-mode: add a quiet dither texture, place a thin laser behind the hero area, and keep data legible.
  • Use dither-laser-dark-mode with the active brand accent instead of hardcoding indigo or cyan.

How to install dither-laser-dark-mode

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill dither-laser-dark-mode -a claude-code

2Manually: put the files in place

~/.claude/skills/dither-laser-dark-mode/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/dither-laser-dark-mode/

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

Questions about dither-laser-dark-mode

How do I install dither-laser-dark-mode in Claude Code?

Run these steps in order: npx skills add MengTo/Skills --skill dither-laser-dark-mode -a claude-code, run npx skills add MengTo/Skills --skill dither-laser-dark-mode -a claude-code again, then use ~/.claude/skills/dither-laser-dark-mode/SKILL.md.

What does dither-laser-dark-mode do?

It describes a dark design system built around near-black surfaces, subtle ordered-dither texture, and a thin laser atmosphere. The guidance covers panels, cards, navigation, borders, glow, and background layers.

Can I use an accent color other than blue?

Yes. The laser halo, haze, and bloom should follow the active accent color. Indigo or cyan should not be hardcoded when the design uses another accent.

Source text

SKILL.md · MIT
---
name: dither-laser-dark-mode
description: "Create a dark premium design system that combines near-black surfaces, subtle ordered-dither texture, and a thin accent-colored laser atmosphere."
---

# Dither Laser Dark Mode Skill

## Use When
- Create a dark premium design system that combines near-black surfaces, subtle ordered-dither texture, and a thin accent-colored laser atmosphere.

## Workflow

## Scope
- Apply this as a full design-system direction across background, surfaces, panels, controls, spacing, borders, and motion.
- Use it when the interface should feel premium, technical, atmospheric, and dark, with a restrained laser motif and subtle dither texture.
- This is not just a background effect. The whole UI should feel unified around dark-mode depth, precise framing, and luminous accent restraint.

## Visual target
- Build the interface on a near-black or charcoal foundation with premium dark surfaces layered above it.
- Introduce a subtle ordered-dither, coarse pixel, or soft digital grain texture in the background or low-priority surface layers so the darkness feels material instead of flat.
- Use a thin laser beam or scanning-line atmosphere as a focused visual motif, tinted with the design's primary or strongest accent color rather than a hardcoded blue.
- Keep the laser cinematic and restrained: a narrow white-hot core, soft accent halo, and light volumetric haze or bloom around it, not a thick neon bar.
- Pair the atmospheric background with crisp panels, glass-dark cards, muted strokes, border gradients, and selective glow so the UI feels like a polished command surface.

## Implementation guidance
- Use dark surfaces with subtle tonal separation: deep black base, slightly lifted panels, quiet translucent overlays, and thin white or accent-tinted borders.
- Apply dither or grain sparingly in the backdrop, large empty regions, or secondary fills. It should add texture and mood without making the interface noisy or retro-gamey.
- If using WebGL, canvas, or shader layers, keep them fixed behind the UI with `pointer-events: none` and place content on a higher stacking context.
- Derive the laser glow, smoky haze, or bloom from the active accent color, but keep the brightest laser core close to white for clarity.
- Use the laser as a compositional anchor: center line, offset beam, corner convergence, or background sweep. It should support hierarchy, not overpower content.
- Panels, dashboards, and navigation should use precise spacing, subtle blur, dim highlights, and understated elevation rather than loud glassmorphism or generic cards.

## Recommended patterns
- Floating dark nav shells with backdrop blur, thin borders, and restrained accent activity states.
- Framed dashboard containers with corner markers, fine grid lines, or vertical boundary rules over a softly dithered dark field.
- Dark glass or near-opaque cards using one-pixel gradient borders, soft shadows, and limited accent glows.
- Thin laser or beam motif behind the hero area, around a central axis, or converging near a focal region with faint smoke or haze.
- Data surfaces that stay legible with white or neutral text, while the accent color appears in status chips, active tabs, icons, progress bars, or focal controls.

## Tuning knobs
- Dither density: keep the texture visible enough to enrich the background, but quiet enough that it disappears behind content.
- Laser intensity: separate beam thickness from halo width so the beam stays thin while the glow can breathe softly.
- Accent restraint: use the brand color selectively and let neutral dark tones dominate the system.
- Surface contrast: tune the gap between page background, panels, and overlays so the interface has depth without becoming muddy.
- Atmosphere: add haze, bloom, and fog only around focal laser areas instead of filling the whole screen.

## Avoid
- Thick neon laser bars, overwhelming bloom, or full-frame fog that destroys readability.
- Hardcoding indigo or cyan when the design clearly uses another accent color.
- Heavy dither everywhere, which makes the interface dirty, retro, or low-resolution instead of premium.
- Flat black layouts with no texture, depth, or material separation.
- Generic SaaS cards and gradients that ignore the laser-plus-dither visual system.

© MengTo · MIT · MengTo/Skills

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