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3d-sky-rays

Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.

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MengTo/Skills
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16. September 2026 um 15:31
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Englisch
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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
3d-sky-rays
description
Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
# 3D Sky Rays Make the light appear to travel through gaps in the scene. Roof edges and foliage should shape the shafts as the camera moves. ## Fit the existing renderer Inspect the renderer version, render targets, alpha usage, depth path, tone mapping, and post-processing order. Keep the existing WebGL or WebGPU backend. The shader recipe below describes a WebGL screen-space effect; implement the equivalent in the project's node/render pipeline when using WebGPU. Use one normalized world-space direction pointing **toward the sun** for the sky, ray source, and directional lighting. If the art direction deliberately offsets the visible sun from the lighting sun, document and control that offset in one place. ## Build an occlusion-aware ray pass 1. Render scene color in linear HDR. Obtain a mask identifying open sky: white for sky, black for opaque occluders. Match foliage alpha cutouts and vertex motion in the mask pass so leaves do not become solid rectangles. 2. A dedicated sky mask is the portable default. Reusing scene alpha is an optimization only when every preceding pass preserves its meaning: sky alpha 0, opaque geometry alpha 1. Transparent glass, particles, canvas compositing, and AO can break that convention; inspect the mask directly. 3. Project a point along the sun direction from the camera. Reject a source behind the camera before using projected coordinates. Convert NDC to UV with `uv = ndc.xy * 0.5 + 0.5`; account for the pipeline's texture orientation. 4. For each ray-buffer pixel, march toward the sun UV. Sample sky visibility multiplied by sky brightness above an HDR threshold. Accumulate decaying samples and divide by the sum of weights so sample-count changes do not change exposure. 5. Reject UVs outside the mask texture. Fade the effect as the sun moves far off-screen; clamping samples to the edge creates bright bands. A small overscan margin is useful for a sun just outside the frame. 6. Composite the ray color additively into linear scene color before the final tone-map/output transform. Preserve the input alpha if later passes need it. Core accumulation, expressed as pseudocode: ```text step = (pixelUV - sunUV) * density / sampleCount sampleUV = pixelUV - step * jitter sum = 0; weightSum = 0; weight = 1 repeat sampleCount times: sampleUV -= step if sampleUV is inside the texture: energy = max(luminance(scene(sampleUV)) - threshold, 0) sum += min(energy, energyCap) * skyMask(sampleUV) * weight weightSum += weight weight *= decay rays = sum / max(weightSum, epsilon) ``` Use aspect-correct distance from the source for radial falloff. Keep any angular variation broad and subtle; the scene occlusion should provide most of the structure. On opaque foreground surfaces, attenuate the screen-space overlay strongly so wood and stone retain contrast. This is an artistic approximation, not a substitute for depth-integrated volumetric scattering. ## Tune appearance before cost Start with a low sun, warm neutral tint, visible gaps, and restrained intensity. View from behind a roofline and through a canopy. Whiteout usually means excessive intensity or a bad mask, not insufficient bloom. Use roughly 24–48 samples and a half-resolution ray buffer as a starting experiment; increase only when visible banding warrants it. Seijaku's reference uses 72 samples, which is a reference choice rather than a required quality floor. Smooth noise jitter can reduce bands, but animated jitter can shimmer; use stable noise for still or reduced-motion views unless temporal accumulation is available. Skip the pass when its contribution is zero. Resize its buffers with the drawing buffer, dispose replaced targets, and measure its incremental GPU/frame cost with rays enabled and disabled. Avoid synchronous GPU readback in the render loop. ## Verify - Roofs and leaf silhouettes visibly interrupt shafts; no rectangular foliage halos. - Turning away from the sun removes the effect without a mirrored source or flash. - Entering an interior preserves surface contrast; unrelated emissive objects do not become suns. - Camera orbit, portrait resize, dusk, and a static reduced-motion frame remain stable. - Desktop and mobile checks include shader errors, frame time, and the actual ray-buffer size. ## Reference Read [REFERENCES.md](REFERENCES.md) for the source and renderer documentation. In Seijaku, inspect `GodRayShader`, `makePost`, and the projected-source update. Its alpha-mask convention depends on its complete render pipeline; do not transplant that assumption alone.
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