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UpdatedJune 19, 2026 at 02:14

The depth-and-shape lens for a frontend surface — where elevation becomes physical, corners become a language, and texture earns its place. Use after color tokens are committed, when establishing or auditing the depth model, or when surfaces "look flat / look cheap / look wrong but I can't say why." The one shift: depth comes from ONE consistent light model — layered shadows sharing a direction, a tokenized elevation z-scale, concentric radii, and texture only with a job — the agent invents a fuzzy box-shadow per component and four light directions, feeling no wrongness, so it must be gated. Triggers on "shadow / box-shadow / elevation / depth / z-index / z-scale / depth tokens", "border-radius / corner / squircle / rounded", "gradient / texture / grain / banding / noise", "it looks flat / looks cheap / looks plasticky / looks off", "card / modal / dropdown / raised surface", "glassmorphism / frosted / backdrop blur / scrim", "aurora / mesh gradient / ambient background".

Installation

Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.

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