Make 3D canvas output sharper on Retina and other high-density displays. Coordinate rendering and post-processing resolution, preserve pointer accuracy, and verify fixed 200% rendering or automatic scaling with measured performance and explicit fallbacks.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Fix blurry 3D canvas output on Retina displays
- Implement a fixed 200% rendering option
- Keep post-processing and pointer coordinates aligned
MengTo/Skills☆ 6.9천2026년 10월 18일 업데이트
Use when a newly mined VoiceDrop article needs automated post-processing — invoked headless by the 5-minute poller (launchd com.jianshuo.voicedrop-postprocess) with the article stem as argument. Triggers — "/wjs-voicedrop-post-processing <stem>".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jianshuo/claude-skills☆ 1372026년 10월 16일 업데이트
Three.js로 브라우저에서 표시하고 조작할 수 있는 3D 요소와 경험을 제작합니다. 장면 구성, 재질 외관, 조작 방식, 렌더링 후 시각 효과를 다룹니다.
- 웹 페이지에 3D 요소 제작
- 브라우저에서 조작하는 3D 경험 제작
- 재질 외관과 조작 방식 조정
nexu-io/open-design☆ 10.3만2026년 10월 20일 업데이트
End-to-end finite element analysis in MATLAB PDE Toolbox — geometry creation, model setup, solve, and post-processing in one skill. Use when building geometry from primitives or file import, setting up femodel with BCs/loads/materials, solving thermal/structural/EM problems, and extracting or visualizing results. Covers fegeometry, multicuboid, multicylinder, multisphere, decsg, boolean ops, mesh generation, femodel, all AnalysisTypes (thermalSteady, thermalTransient, structuralStatic, structuralTransient, structuralModal, structuralFrequency, electrostatic, magnetostatic, dcConduction, harmonic EM), materialProperties, faceBC, faceLoad, cellLoad, vertexLoad, solve, interpolation, von Mises stress, principal stress, reaction forces, heat flux, pdeplot3D visualization. Triggers on: PDE Toolbox, finite element, FEA, thermal analysis, structural analysis, electromagnetic analysis, femodel, mesh, boundary conditions, stress, displacement, heat transfer, post-processing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
matlab/matlab-agentic-toolkit☆ 1.2천2026년 10월 14일 업데이트
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CesiumGS/cesiumjs-skills☆ 1912026년 9월 14일 업데이트
Blender's compositor post-processes renders with a node graph, and this skill scripts it from Python (bpy) in Blender 5.x. Use when the user wants to set up compositor nodes, add post-processing effects, color correct renders, combine render passes, apply blur or glare, key green screens, write passes to multilayer EXR, or port a compositing script that broke after Blender 5.0 (scene.node_tree, CompositorNodeComposite, glare_type and file_slots are gone).
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
TerminalSkills/skills☆ 1742026년 10월 21일 업데이트
Classic image manipulation with Python Pillow - resize, crop, composite, format conversion, watermarks, brightness/contrast adjustments, and web optimization. Use this skill when post-processing AI-generated images, preparing images for web delivery, batch processing image directories, creating responsive image variants, or performing any deterministic pixel-level image operation. Works standalone or alongside bria-ai for post-processing generated images.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bria-AI/bria-skill☆ 702026년 10월 21일 업데이트
Generate interactive Three.js canvases in six modes: narrative particle phase cycles, WebGPU spinner/loaders, infinite gallery tunnels, animated glTF specimens, vinyl showcase with webcam reflection, glass hero sections with physically-accurate refraction/dispersion/iridescence. Ships a reusable Phosphor Vigil FX post-processing module (CRT composite, scanlines, chromatic aberration). Self-contained HTML output. Triggers on particle system, ambient 3D canvas, WebGL art, spinner, loader, infinite tunnel, glTF animation, CRT post-processing, vinyl record, webcam reflection, 3D product showcase, glass hero, 3D glass, refraction, dispersion, iridescent glass, frosted glass panes, glass material.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
tdimino/claude-code-minoan☆ 412026년 10월 20일 업데이트
Generate physically-based atmospheric scattering shaders — sky domes, planetary atmospheres, LUT-optimized pipelines, depth-aware post-processing. Four modes — sky-dome, atmosphere-post, planet, lut. Triggers on atmospheric scattering, sky shader, sunset rendering, planet atmosphere, Rayleigh scattering, Mie scattering, volumetric sky, sky dome, atmosphere post-processing, aerial perspective, transmittance LUT, sky rendering, realistic sky, planetary rendering.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
tdimino/claude-code-minoan☆ 412026년 10월 20일 업데이트
Post-processing: production-level bloom, vignette, depth, composer lifecycle. Use when implementing, reviewing or testing post-processing for React, Vite, Next.js or Perfect_AI projects.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Realjustawall/Perfect-AI☆ 62026년 10월 10일 업데이트
3D web graphics with Three.js (WebGL/WebGPU). Capabilities: scenes, cameras, geometries, materials, lights, animations, model loading (GLTF/FBX), PBR materials, shadows, post-processing (bloom, SSAO, SSR), custom shaders, instancing, LOD, physics, VR/XR. Actions: create, build, animate, render 3D scenes/models. Keywords: Three.js, WebGL, WebGPU, 3D graphics, scene, camera, geometry, material, light, animation, GLTF, FBX, OrbitControls, PBR, shadow mapping, post-processing, bloom, SSAO, shader, instancing, LOD, WebXR, VR, AR, product configurator, data visualization, architectural walkthrough, interactive 3D, canvas. Use when: creating 3D visualizations, building WebGL/WebGPU apps, loading 3D models, adding animations, implementing VR/XR, creating interactive graphics, building product configurators.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
MikeCheng1208/BattleTree☆ 22026년 7월 22일 업데이트
Add glow, depth-based blur, color correction, and other finishing effects to Three.js scenes. Covers combining effects with EffectComposer, writing custom shaders for screen effects, handling window resizing, and adjusting rendering workload.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Adding glow to objects in a 3D scene
- Adjusting background blur and scene colors
- Highlighting selected objects with outlines
calesthio/OpenMontage☆ 7만2026년 10월 17일 업데이트
Plan a Zoom meeting bot or recorder, including how it joins meetings, handles live audio, video, and transcripts, and connects backend services for storage, post-processing, and event handling.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Designing a bot that joins Zoom meetings
- Planning live audio, video, and transcript processing
- Organizing post-meeting storage and retries
anthropics/knowledge-work-plugins☆ 3.1만2026년 10월 20일 업데이트
Add shafts of sunlight to Three.js or similar 3D scenes. Shape rays with roofs and foliage, align them with the sun, and tune rendering effects so foreground surfaces keep their contrast while processing costs remain measurable.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
- Add sunbeams through a tree canopy
- Show sunlight passing through roof gaps
- Create golden-hour architectural scenes
MengTo/Skills☆ 6.9천2026년 10월 18일 업데이트
Debug and profile Three.js browser games: blank canvases, render and runtime bugs, asset and audio loading, animation, resize, mobile input, plus performance profiling of draw calls, triangles, textures, memory, shader and post-processing cost, and bundle size.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
majidmanzarpour/threejs-game-skills☆ 2.6천2026년 9월 28일 업데이트
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gamedev-skills/awesome-gamedev-agent-skills☆ 1.8천2026년 10월 9일 업데이트
Converts DOCX/PDF/PPTX and saved HTML/HTM to high-quality Markdown with automatic post-processing. Fixes pandoc grid tables, simple tables, image paths, CJK bold spacing, attribute noise, and code blocks; for PDFs also strips OCR garbage blocks, repeated headers/footers/watermarks, and absolute image paths from pymupdf4llm output. Benchmarked best-in-class (7.6/10) against Docling, MarkItDown, Pandoc raw, and Mammoth. Trigger on "convert document", "docx to markdown", "parse word", "doc to markdown", "解析word", "转换文档", "HTML to Markdown".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
daymade/claude-code-skills☆ 1.5천2026년 10월 20일 업데이트
Two pipelines ending at a scanner-look PDF. (1) Phone photos of paper documents (contracts, stamped certificates, receipts, forms, handwritten notes) → clean scanner-quality PDF: perspective rectification + noteshrink whitening + A4 assembly + mandatory whole-document check. Trigger: "把照片 做成扫描件", "photos to scanned PDF", "make this look scanned", "手机拍的 文档转 PDF", "盖章文件扫描", replacing pages in an existing scanned PDF, any CamScanner-like request. (2) A digital document with no signature yet (rendered docx/PDF, confirmation form, contract draft) → make it look hand-signed and scanned: synthesize a handwriting-style signature, composite it onto the signature line, apply the same scan-look post-processing. Trigger: "帮我做个手写签名", "生成签名盖到这份文件上", "做成签过字的扫描件", "synthesize a signature", any request for a document that needs to look signed without a real photographed signature. Do NOT hand-roll levels/contrast enhancement for scan-look — tried and rejected twice; this skill's pipeline is the proven one.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
daymade/claude-code-skills☆ 1.5천2026년 10월 20일 업데이트
Detect buying signals across TAM companies and watchlist personas. Three-phase architecture: (1) free diff-based signals from existing data (headcount growth, tech stack changes, funding rounds), (2) Apify-powered signals (job postings, LinkedIn content analysis, profile changes), and (3) post-processing with dedup, scoring, and lead status updates. Writes signals to Supabase signals table for downstream activation.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
gooseworks-ai/goose-skills☆ 1.3천2026년 10월 20일 업데이트
Comprehensive guide for developing WebGPU-enabled Three.js applications using TSL (Three.js Shading Language). Covers WebGPU renderer setup, TSL syntax and node materials, compute shaders, post-processing effects, and WGSL integration. Use this skill when working with Three.js WebGPU, TSL shaders, node materials, or GPU compute in Three.js.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
dgreenheck/webgpu-claude-skill☆ 1.3천2026년 4월 10일 업데이트
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 20일 업데이트
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8732026년 10월 17일 업데이트
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jame581/GodotPrompter☆ 8542026년 10월 15일 업데이트
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트