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
Source commit 5ea1661a0e05d82b054553daaa6baf6d0233c33c
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- Last checked
- Nov 8, 2026
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- Repository last updated
- Nov 5, 2026
- License
- MIT
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Browse files
SKILL.mdcore · 34,275 bytesagents/openai.yamlasset · 893 bytesassets/tide-crystal.mjsruns · 130,272 bytesdemo/PROMPT.mddoc · 7,795 bytesdemo/assets/ground/low_tide_rocks_arm_1k.jpgasset · 371,353 bytesdemo/assets/ground/low_tide_rocks_diff_1k.jpgasset · 397,363 bytesdemo/assets/ground/low_tide_rocks_nor_gl_1k.jpgasset · 519,744 bytesdemo/assets/three.r170.min.jsruns · 691,561 bytesdemo/build.mjsruns · 4,297 bytesdemo/index.htmlasset · 1,982,758 bytesdemo/layout/cams.jsonasset · 2,163 bytesdemo/layout/layout.binasset · 36,000 bytesdemo/layout/layout.pyruns · 5,167 bytesdemo/preview.jpgasset · 171,614 bytesdemo/src/stage.jsruns · 71,618 bytesdemo/src/ui.cssasset · 5,407 bytesdemo/src/ui.htmlasset · 3,518 bytesdemo/src/ui.jsruns · 4,063 bytesreferences/scorecard.mddoc · 13,018 bytes
Read excerpt
# 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