Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows.
日本語の概要は準備中です。原文の説明を表示しています。
kortix-ai/suna☆ 2万2026年10月13日 更新
Draws original spot illustrations of one hero object as SVG cards (480x360) in a teal-on-white style. Identifying traits are a single object in a fixed oblique 3/4 view showing top, front and right faces; white main faces with teal only on side faces and accents; thin dark-teal outlines on every edge; a hard, unblurred deep-teal drop shadow pushed down-right; and two to four small floating extras (coins, tilted UI cards, badges) with their own hard shadows, plus 4-point sparkles. No people. Covers design and coding concepts as objects: keyboards, databases, git graphs, inboxes, devices. Use when someone asks for a teal spot, teal icon illustration, isometric spot object, 3D line spot, empty-state art, onboarding step art, a 404 or error spot, a feature spot, a blog header object, a marketing card or a product icon scene in teal, mint or green-teal.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7402026年10月6日 更新
Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7402026年10月6日 更新
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7402026年10月6日 更新
Claymorphism design system skill. Use when building soft, puffy, clay-like UI components with large radii, dual inner shadows, and offset outer shadows.
日本語の概要は準備中です。原文の説明を表示しています。
fengshao1227/ccg-workflow☆ 5,9392026年10月12日 更新
Hunt shadow / zombie / undocumented API surface (OWASP API9 Improper Inventory Management) — enumerate the full API version history (v1/v2/beta/legacy paths, header- and subdomain-based versioning), pull and diff every reachable OpenAPI/Swagger spec (including ones only findable via the Wayback Machine), and behaviorally diff old vs. current versions for auth/rate-limit/validation regressions rather than just response-shape differences. Distinct from hunt-api-misconfig, which owns exploitation once you have a spec or endpoint (mass assignment, JWT, OData, Swagger-chain attacks); distinct from hunt-subdomain, which owns host-level discovery. This skill owns the version-inventory and behavioral-diff workflow itself. Use when the target has versioned API paths, multiple specs, a changelog referencing deprecated endpoints, or a mobile app whose hardcoded backend calls look older than the current web app's.
日本語の概要は準備中です。原文の説明を表示しています。
elementalsouls/Claude-BugHunter☆ 5,0722026年10月12日 更新
Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, icons, micro-interactions, enter/exit animations, or any visual detail work. Supports quick and full review modes. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows, icons, icon stroke weight, icon states, motion restraint.
日本語の概要は準備中です。原文の説明を表示しています。
jakubkrehel/make-interfaces-feel-better☆ 3,6472026年8月30日 更新
Generate, extend, or audit design tokens in DTCG format with the 3-tier architecture (primitive → semantic → component). Use when the user wants a color palette, type scale, spacing/shadow/radius/motion tokens, multi-brand theming, or wants to validate token files. Covers colors, typography, spacing, shadows, borders, breakpoints, motion, gradients, opacity, blur, sizing, states, theming.
日本語の概要は準備中です。原文の説明を表示しています。
plugin87/ux-ui-agent-skills☆ 1,6182026年10月11日 更新
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
日本語の概要は準備中です。原文の説明を表示しています。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4682026年10月9日 更新
Render a 'brand identity reveal' video from a config — a single poster frame in a real, softly-lit space (real wall, soft-focus plant in the corner, dappled leaf shadow, illuminated poster) whose artwork HARD-CUTS through ~10 on-brand poster mockups (hero product, IG post, hanging banners, sticker sheet, logo lockup, poster, two lifestyle stills, packaging, big icon) then holds on a brand end card. The environment plate is one create-image-fal generation; the mockups are real-DOM HTML frame-stepped via Playwright, perspective-composited into the detected frame quad with the plate's real leaf-shadow multiplied back onto each poster (reads as behind glass), sequenced by FFmpeg. Deterministic assembly, FREE (the plate comes from create-image-fal, the bed from create-music-elevenlabs), music bed only and approved brand copy only. Use for the brand-identity-reveal format.
日本語の概要は準備中です。原文の説明を表示しています。
gooseworks-ai/goose-skills☆ 1,2452026年10月13日 更新
Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.
日本語の概要は準備中です。原文の説明を表示しています。
scenario-labs/skills☆ 9922026年10月13日 更新
SaaS vendor data processing inventory management. Covers shadow IT discovery, API-based data flow detection, processing purpose mapping, contract status tracking, and continuous inventory reconciliation for cloud service providers.
日本語の概要は準備中です。原文の説明を表示しています。
mukul975/Privacy-Data-Protection-Skills☆ 3032026年3月17日 更新
Analyze reference-image illumination and build accountable Blender lighting from shadow direction, shadow length, softness, exposed faces, environment fill, bounce, practical sources, and material response. Use for reference matching, daylight, interiors, exterior environments, product scenes, atmospheric lighting, or any task where lights must be physically and visually justified instead of added as arbitrary fill or rim lights.
日本語の概要は準備中です。原文の説明を表示しています。
XliuXjianX/blender-production-skills☆ 2522026年8月15日 更新
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas. Use when configuring terrain providers, querying terrain heights, customizing atmosphere or sky rendering, adding panoramas, or adjusting scene lighting and shadows.
日本語の概要は準備中です。原文の説明を表示しています。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
日本語の概要は準備中です。原文の説明を表示しています。
dembsky/PropMotion☆ 1132026年8月15日 更新
MLOps and the production ML lifecycle -- model packaging and serving, CI/CD for ML, experiment tracking, model registries, reproducibility, production monitoring for data and concept drift, retraining pipelines, A/B and shadow deployment, and rollback. Covers batch vs online/real-time inference, REST endpoints, feature stores, data and version pinning, deterministic pipelines, performance-decay detection, and retraining triggers. Use when deploying models to production, serving predictions, monitoring for data or concept drift, setting up ML CI/CD, tracking experiments, managing a model registry, or planning retraining, shadow rollout, and rollback.
日本語の概要は準備中です。原文の説明を表示しています。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
账号被限流/异常/担心操作触发风控/需要恢复时用:先自检from:@用户名搜不到即限流→区分临时标签(等24h不动账号)与正式标签(写申诉邮件+48h不操作)→复盘触发原因预防复发。Trigger:"推文搜不到了""被限流了""账号异常""触发风控""临时标签""怎么申诉""shadowbanned""account suspended""appeal suspension""tweets not showing up"。不适用:正常发内容没出问题(→内容创作skill)、新号开业装修养号(→x-account-setup)、没粉丝怎么起量(→x-cold-start-playbook)。
日本語の概要は準備中です。原文の説明を表示しています。
kangarooking/X-growth-skills☆ 702026年7月14日 更新
Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows.
日本語の概要は準備中です。原文の説明を表示しています。
StudyDrift/lextures☆ 622026年10月10日 更新
Add or refine depth through elevation systems, raised and inset surfaces, layered overlap, and meaningful shadow behavior so interfaces feel structured instead of flat. Use when the user mentions depth, elevation, shadows, layering, flat cards, pressed states, drag feedback, or inset controls.
日本語の概要は準備中です。原文の説明を表示しています。
aladicf/better-web-ui☆ 412026年5月22日 更新
Design and execute A/B tests for ML models in production using traffic splitting, statistical significance testing, and canary/shadow deployment strategies. Measure performance differences and make data-driven decisions about model rollout. Use when validating a new model version before full rollout, comparing candidate models trained with different algorithms, measuring business metric impact of model changes, or when regulatory requirements mandate gradual rollout.
日本語の概要は準備中です。原文の説明を表示しています。
pjt222/agent-almanac☆ 372026年10月12日 更新
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
日本語の概要は準備中です。原文の説明を表示しています。
datit309/supergraph☆ 222026年10月12日 更新
Marketing analytics and data-driven optimization for B2B SaaS campaigns. Use this skill when analyzing marketing performance, optimizing conversion rates, running A/B tests, conducting customer research, creating marketing dashboards, building attribution models, analyzing funnel metrics, or storytelling with data. Also triggers on: marketing ops, performance analytics, CRO, A/B testing, data storytelling, customer insights, tracking plan, event taxonomy, UTM taxonomy, GA4 audit, consent mode, instrumentation contract, sample size calculation, minimum detectable effect, test duration, not enough traffic to A/B test, statistical significance, Bayesian vs frequentist, sample ratio mismatch, experiment feasibility, martech stack, marketing tech stack audit, tool consolidation, build vs buy, vendor evaluation, shadow IT tools, ESP/CRM/platform migration, switching cost, cutover plan, suppression list migration, data portability, customer interviews, survey design, sampling frame, non-response bias, how many people should I interview, thematic saturation, voice of customer, jobs-to-be-done, buyer persona research, is this finding real, data enrichment, which enrichment provider should we buy, waterfall enrichment, contact data quality, match rate, our list data is bad, email verification, catch-all domain, accept-all, bounce rate from bad data, B2B data decay, how often should we re-verify contacts, ZoomInfo vs Apollo vs Clearbit evaluation, cost per usable record, where did this list come from, GDPR Article 14 notice, purchased list compliance, suppression screening, TAM list building, demand planning, marketing plan, how many leads do we need, what pipeline target should marketing carry, funnel model, top-down vs bottom-up plan, plan of record, annual marketing planning, quarterly planning, pipeline coverage we have to create, sales cycle lag, our leads cannot close this quarter, carry-in pipeline, scenario planning, conservative moderate aggressive forecast, stretch target, reforecast, re-forecast triggers, assumption register, capacity ceiling, addressable audience ceiling, marginal cost per lead, blended CPL is wrong, we missed plan and nobody knows why, AI policy for the marketing team, AI governance, AI acceptable use policy, which AI tools are we allowed to use, can I paste customer data into ChatGPT, shadow AI, AI use register, human review of AI output, when can we stop reviewing every AI draft, can the agent send on its own, the AI made a mistake now what, pull back AI autonomy, AI evals, our AI vendor changed the model, AI output went out wrong, prompt injection, can our AI read prospect replies safely, lethal trifecta, the AI leaked internal notes, turn off auto-generated ad assets, auto-applied recommendations, AI literacy training, EU AI Act Article 4, duplicate records in the CRM, dedupe before import, which value wins in a merge, CRM cleanup.
日本語の概要は準備中です。原文の説明を表示しています。
shalintripathi/saas-marketing-agents☆ 202026年10月12日 更新
Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, typography, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, font smoothing, tabular numbers, image outlines, box shadows.
日本語の概要は準備中です。原文の説明を表示しています。
EthanYoQ/Skill-hub☆ 112026年10月5日 更新