Individual skill

threejs-water-optics

Build production analytic and bounded water in Three.js. Use for luminescent shallow-water rivers with coupled flow, bioluminescent excitation, advected foam and RGB caustics, photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.

skills/threejs-water-optics/SKILL.md

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# Water Optics

Treat water as geometry motion, surface orientation, and a participating optical layer. A blue transparent material is not a water system.

This skill contains exemplary examples and assets beyond descriptive guidance,
they're worth studying, referencing, or even copying. Use them sufficiently
when relevant and do NOT blindly skip them.

For large seas with spectral cascades, coastal breakers or camera-medium
crossings, use `$threejs-spectral-ocean`. This skill also owns the air-side
`photoreal-water` shallow-water compositor.

## Analytic surface build order