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corner-lasers

Create thin laser beams that meet at a bright corner or edge junction, surrounded by soft haze. Adjust beam angles, accent colors, glow, and subtle motion to build a spatial composition for an interface.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Create a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.

설치 방법 보기

이럴 때 유용합니다

  • Adding laser beams along a screen corner
  • Creating a glowing portal seam
  • Matching laser effects to an interface accent color
  • Adding a slow pulse to a corner light source

포함된 파일(9)

  • SKILL.md2.8 KB
  • demo/assets/page-01-2f563338-39fa-47ea-9761-658d4f3f84db-800w.jpg74.8 KB
  • demo/assets/page-02-fa51902b-c2a4-4c33-a96e-a8f1ef67edc6-800w.jpg17.4 KB
  • demo/assets/page-03-724142aa-44a6-48d3-9cf3-761e00d05b78-1600w.jpg966.2 KB
  • demo/assets/source-preview.jpg75.8 KB
  • demo/index.html59.5 KB
  • demo/preview.jpg57.3 KB
  • demo/PROMPT.md3.3 KB
  • demo/source.json3.9 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Corner Lasers Skill

Use When

  • Create a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.

Workflow

Scope

  • Apply this only to corner-based laser beam compositions, not to generic centered lasers, particle scenes, or unrelated motion systems.
  • Use it when the design needs beams that originate from or converge at a corner or edge junction, with a strong cinematic emitter point.

Visual target

  • Create two or three thin laser beams that meet at a bright corner emitter, then extend outward along different directions like a geometric room corner or portal seam.
  • Keep the beam lines narrow and sharp with a white-hot center, a restrained halo, and strong bloom concentrated around the corner junction.
  • Let the surrounding atmosphere glow softly from the emitter so the corner feels illuminated by volumetric haze rather than flat lines on a dark background.
  • Use the design's primary color or strongest accent color for the halo and atmospheric tint instead of hardcoding blue, while keeping the brightest beam core near white.

Implementation guidance

  • Prefer raw WebGL shader treatment or equivalent effect logic when the output supports it.
  • Anchor the composition to an off-center corner point and derive multiple beam directions from that point rather than placing unrelated separate lines.
  • Use signed-distance or line-distance logic so each beam stays thin, crisp, and continuous.
  • Add a concentrated bloom or energy flare at the corner emitter where the beams meet; that hotspot should be the brightest point in the composition.
  • Add subtle atmospheric glow, fog, or light diffusion around the beams so the effect feels immersive and spatial, not flat.
  • Motion should stay restrained: slow pulsing, faint traveling energy, or gentle shimmer is good; chaotic flicker is not.

Tuning knobs

  • Corner position: move the emitter point inward from the edge or corner to frame the composition.
  • Beam count and angle: use two or three rays with clear directional contrast.
  • Beam thickness: keep the core thin and tune the outer glow separately so the lasers stay elegant.
  • Color: derive halo and haze tint from the active design accent color.
  • Atmosphere: adjust bloom radius, fog density, falloff, and vignette strength so the corner stays luminous without washing out the UI.

Avoid

  • Thick neon bars that lose the precision of laser lines.
  • Full-screen fog with no localized relationship to the corner emitter.
  • Hardcoding a cold blue palette when the design clearly uses another primary color.
  • Symmetrical centered compositions when the goal is an off-axis corner beam effect.

리뷰

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