
Threejs Atmosphere Aerial Perspective
Implement physically motivated sky and aerial-perspective systems in Three.js.
Install
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-atmosphere-aerial-perspective -g -a claude-code -y- Repository
- scottstts/Threejs-Awesome-Graphics-Agent-Skills956
- Category
- Engineering
- Updated
- 13d ago
- License
- MIT
- Context cost
- Lightabout 609 tokens
- Runs scripts
- Yes, review before use
What it does
Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.
Atmosphere and Aerial Perspective
Treat sky rendering and aerial perspective as two views of the same scattering model. They must share radii, density profiles, coefficients, sun direction, exposure scale, and coordinate transforms.
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.
Choose the implementation tier
- Small scene with no orbital camera: analytic height/distance approximation.
- Planetary ground-to-space camera: ray integration or precomputed LUTs.
- Large geospatial world: LUTs plus world-to-planet transform, altitude correction, and depth-aware aerial perspective.
Read references/atmosphere-system-contract.md before implementation. It separates the LUT/ellipsoid architecture from dynamic integration and the shell/post handoff.
Read the LUT sky and aerial-perspective entry
and its source/ modules for the SkyMaterial, SkyLightProbe,
SunDirectionalLight, AerialPerspectiveEffect, precomputed-texture loader,
sun/moon direction, lens flare, tone mapping, and dithering path used by the
LUT example.
Required outputs
- sky radiance;
- sun transmittance/color;
- segment transmittance from camera to visible surface;
- segment inscattering;
- optional sky irradiance for materials;
- explicit scale conversion between world units and atmosphere units.
Failure conditions
- sky and terrain haze use different sun directions or coefficients;
- the atmosphere is a uniformly transparent sphere;
- camera altitude is measured in a local flat frame during orbital motion;
- scene depth is treated as linear when it is not;
- exposure is used to hide incorrect radiance scale;
- atmosphere fades abruptly at shell entry.
