atmosphere-shader
SolidGenerate physically-based atmospheric scattering shaders — sky domes, planetary atmospheres, LUT-optimized pipelines, depth-aware post-processing. Four modes — sky-dome, atmosphere-post, planet, lut. Triggers on atmospheric scattering, sky shader, sunset rendering, planet atmosphere, Rayleigh scattering, Mie scattering, volumetric sky, sky dome, atmosphere post-processing, aerial perspective, transmittance LUT, sky rendering, realistic sky, planetary rendering.
Install
Quality Score: 85/100
Skill Content
Details
- Author
- tdimino
- Repository
- tdimino/claude-code-minoan
- Created
- 8 months ago
- Last Updated
- today
- Language
- Python
- License
- MIT
Similar Skills
Semantically similar based on skill content — not just same category
materials-and-shaders
Authoring materials and shaders that look right and cost what you expect - PBR inputs, texture channel packing, shader variants and permutations, node graphs versus hand-written code, and instancing. Use when creating or debugging materials, writing shader code, when a surface does not respond correctly to light, or when shader cost or build times have grown.
ether-shaders
Premium shader and postprocessing stack for studio-grade WebGL on the ether engine. Documents the LDR-composer bloom + dither preset, the iridescent fresnel + cheap-noise vertex displacement material pattern, the extruded-word text pipeline, and the engine-vs-site shader boundary. Use this — not ether-threejs — whenever the task is writing or tuning GLSL, a ShaderMaterial, an iridescent fresnel material, vertex displacement, MSDF/extruded 3D text, or the bloom+dither composer (ether-threejs owns scene architecture; this owns the shader and material layer). Triggers on GLSL, fragment shader, vertex shader, custom material, ShaderMaterial, dither, bloom, postprocessing, fresnel, iridescent, displacement, surface noise, extruded text, 3D type, MSDF, premium material, raw GLSL import, sculpture material, ExtrudeGeometry, brand-as-form. Do NOT use when "bloom", "displacement", or "dither" appear outside a GLSL/WebGL material context, or when the existing engine postfx composer already covers the need — reference i
atmosphere-background
Create a dark atmospheric background with drifting vertical light folds, screen-blended glow, and a concentrated luminous corner or lower-edge bloom.