Home / linegel / threejs-complete-set-of-skill · skills/threejs-ambient-contact-shading/SKILL.md · GitHub

threejs-ambient-contact-shading skillA

threejs-ambient-contact-shading is agent-read markdown (skill) from linegel/threejs-complete-set-of-skill: Ground indirect lighting with ambient visibility in Three.js r185 WebGPU/TSL. Use when choosing authored material AO, dynamic GTAO, forward-lighting placement, reduced-resolution reconstruction, temporal AO, or bent normals..

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What the file says

# Ambient Contact Shading

AO is visibility of indirect illumination. It may attenuate indirect diffuse and
environment/specular response. Direct light, emission, UI, and the tone-mapped
frame remain invariant.

`$threejs-choose-skills` is an optional multi-system coordinator. Use
`$threejs-image-pipeline` when AO shares depth, normals, velocity, history, or
final-output ownership.

## 1. Choose the ambient-visibility branch

Use the first branch whose gate passes:

| Gate | Branch | Consequence |
| --- | --- | --- |
| Required occlusion is static/local and can be authored in assets | material `aoMap` / `aoNode` | One forward render; no dynamic inter-object contact. |
| Dynamic screen contact is required and the renderer exposes indirect lighting separately | apply GTAO visibility to that term | One geometry pass can remain possible. |
| Stock forward `NodeMaterial` needs dynamic contact and the complete marginal cost passes | depth/normal pass -> GTAO -> optional reconstruction -> second lit pass with `builtinAOContext()` | Correct placement costs two scene traversals. |
…

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Source

GitHub

linegel/threejs-complete-set-of-skill · 9 stars · license ISC · pushed 2026-09-24 · branch main

API

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