Individual skill
threejs-weather
Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.
agent-skills/web-design/threejs-weather/SKILL.md
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# Three.js Weather
Weather fails in two ways: the particles miss the camera entirely, or every state is a separate system that shares nothing. Both are avoidable.
Pairs with `threejs-landscape` for the ground it falls on, and `threejs-towers` for something to fall against.
## Anchor the volume in the frustum
The first version of any rain system puts a world-sized box of particles around the origin and looks empty. With a long lens the camera sees a narrow cone, so almost every drop is off-camera.
Build a small volume and carry it in front of the camera, facing the way the camera faces:
```js
const WX_W = 17, WX_D = 50, WX_TOP = 40; // narrow, deep, tall