Individual skill

water-crystal-skill-vfx

Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.

agent-skills/game-combat/water-crystal-skill-vfx/SKILL.md

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# Water and Crystal Skill VFX

Use this for the effect half of a water skill: what gathers above the hand, what it throws, what grows where it lands and what breaks. Reach for a sibling instead in these cases:

- **Lightning, an energy orb, black afterimage smoke and air bursts:** `lightning-energy-skill-vfx`. This skill reuses its clock, composite, impact frames and flash limiter.
- **Fire, smoke, embers and heat haze:** `fire-smoke-skill-vfx`.
- **Readable, budgeted gameplay effects in general** (telegraphs, status, cleanup rules): `create-game-vfx`. Its readability rules still apply here.
- **Scoring a skill out of 10, or polishing the caster's body and timing:** `game-dev-combat-skill-polish`.

Source: a brief for elemental skill pages built to the Black Lightning demo's bar, with the notes the user gave on that demo ("not as in-your-face", "more fine lines", "smooth transitions", "a more realistic floor", "no sliding textures", "more detail in the frames"). There is no character: water gathers over an implied open palm. After its self-critique rounds and a review round, the page went through three rounds of a dream loop against GPT Image edits of its own frames (see [references/scorecard.md](references/scorecard.md)).

Verified stack: Three.js r170, WebGL2, GLSL `ShaderMaterial`s, HalfFloat render targets, a 96³ baked noise texture, and a hand-written bloom, glint and composite chain. No post-processing library. The demo's floor is Poly Haven's [Low Tide Rocks](https://polyhaven.com/a/low_tide_rocks) by Dimitrios Savva (CC0). Its 1k colour, normal and ARM maps are in `demo/assets/ground/`, re-encoded at quality 85 and embedded by `demo/build.mjs` as data URIs, so the page opens from disk.

## The mechanism