Build effects from an event envelope, motion field, geometry representation, and shading response. Avoid independent particle emitters that happen to share a color.
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.
subject/event state
→ effect-specific geometry, voxel fields, or instance attributes
→ flow-facing masks or analytic age
→ material response
→ pool/lifetime ownership
→ HDR and bloom contribution
Read references/procedural-vfx-system.md for ship-conforming reentry shells, capsule wakes, dense instanced spark/debris pools, holographic projection shells, HDR hierarchy, and implementation limits.
Read references/volumetric-fluid-fire.md for three-dimensional texture ownership, fixed fluid-compute scheduling, mesh-surface injection, pressure projection, moving SDF boundaries, temperature-mapped HDR raymarching, exact presets, and failure diagnostics.
Read references/volumetric-aurora-curtains.md for finite emissive-slab bounds, warped curtain density, uniform ray steps, gentle start jitter, matching screen/probe materials, exact constants, limits, and failure diagnostics.
Read references/filmic-lens-flare.md for HDR emitter extraction, optical-axis invariants, field-angle pupil deformation, finite ghost families, spectral rings, localized bloom, film response, exact constants, limits, and failure diagnostics.
Read the reentry plasma implementation for closed layered wake shells, flow-axis deformation, advected filament fields, opacity shaping, and additive emission diagnostics.
Read the hologram projection material for the additive rim shell itself: squared Fresnel incidence with grazing falloff, footprint-filtered object-space scanlines, height-phased glitch displacement, and index-gated participation. Read its shape-transition driver for the shared sweep range across a shape set, the linear progress ramp inside a longer dwell, and the complementary-discard handover.
Read the volumetric fluid fire implementation for the complete WebGPU/TSL velocity, dye, pressure, vorticity, emitter, collision, raymarch, and diagnostic system plus its calibrated fire preset.
Read the raymarched aurora implementation for the reusable emitting field, perspective-ray material, four-sample equirectangular radiance material, shared uniforms, and calibrated curtain preset without sky, terrain, weather, lighting, or renderer setup.
Read the filmic lens-flare implementation for top-origin HDR sun detection, panorama-ray reconstruction, stable source projection, finite radial ghost families, field-deformed pupil shapes, spectral ring and star response, localized bloom, and the complete filmic composite.
Use $threejs-temporal-surfaces only for the screen-space
frost/touch-history pipeline. Use $threejs-precipitation-surfaces for
falling rain or snow, splash flipbooks, and weather events that alter ground
materials. Use $threejs-volumetric-clouds for atmospheric weather layers and
planet-scale cloud volumes. Use $threejs-atmosphere-aerial-perspective for
molecular/aerosol sky scattering and surface-segment aerial perspective. Keep
standalone filmic HDR lens-flare compositors, emissive aurora curtain volumes,
bounded interactive fire and smoke, subject-space plasma, generated wakes,
sparks, pooled debris, and additive projection shells in this skill. Keep lens
flare in $threejs-atmosphere-aerial-perspective when it remains one stage in a
shared sky-scattering and aerial-perspective composition.