Individual skill

3d-sky-rays

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.

agent-skills/3d/3d-sky-rays/SKILL.md

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# 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.