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grass-instancing
Explains how GrassPlugin maps InstancedMesh pools to QuadTreeLOD chunks, including TSL wind animations and exclusion maps.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Explains how GrassPlugin maps InstancedMesh pools to QuadTreeLOD chunks, including TSL wind animations and exclusion maps.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
| name | grass-instancing |
| description | Explains how GrassPlugin maps InstancedMesh pools to QuadTreeLOD chunks, including TSL wind animations and exclusion maps. |
The GrassPlugin.ts is responsible for rendering high-density foliage across the procedural terrain efficiently. It achieves this by coupling tightly with the QuadTreeLOD system.
The GrassPlugin listens to chunk creation and destruction events from the TerrainSystem.
handleChunkCreated(chunk): When the QuadTree generates a new high-detail chunk close to the camera, the GrassPlugin claims a pre-allocated THREE.InstancedMesh from its object pool.InstancedMesh is positioned perfectly over the chunk, and its instances (blades of grass) are mapped to the chunk's boundaries.The plugin uses WebGPU's Node Material System (TSL) to create highly performant shaders.
_uWindSpeed, _uWindSwayStrength) to the TSL shader. The shader computes world-space sine waves to simulate wind gusts.To prevent grass from growing underwater or on steep cliffs, the plugin utilizes an exclusion texture.
spawnTex (which evaluates elevation, slope, and biome).spawnTex to dynamically scale the grass blades to 0.0 in invalid areas (like deep water or solid rock).TerrainSystem.js and GPUCompute.js for height/biome data.DebugUIPlugin.ts.Architectural instructions for the standalone Cascaded Shadow Maps (CSM) Plugin. Explains how CSMShadowNode integrates with the lighting system and WebGPU nodes.
Outlines the DebugUIPlugin architecture and its schema-driven design for safe settings injection.
Documents PlayerControllerPlugin and InputPlugin, detailing how movement interacts with the procedural terrain.
Explains how PostProcessPlugin intercepts the Three.js pipeline for WebGPU-compatible Bloom and Color Grading.
Covers SkyPlugin and IBLPlugin, explaining procedural sun cycles and dynamic environment map baking.
Details how WaterPlugin generates dynamic, depth-based shoreline foam and TSL normal map blending.