webgl-raymarched-hero تایید شده

A real-time raymarched 3D hero — soft-shadowed morphing metaballs with a fresnel rim light, sphere-traced per pixel in a fragment shader with a slow camera orbit. No meshes, no textures. Rendered as a single self-contained `index.html`. Use when the brief asks for a "raymarch", "signed distance field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene. Open Design serves this in powered-preview mode so the GPU stack actually runs.

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// نصب مهارت

نصب مهارت

مهارت‌ها کدهای شخص ثالث از مخازن عمومی GitHub هستند. SkillHub الگوهای مخرب شناخته‌شده را اسکن می‌کند اما نمی‌تواند امنیت را تضمین کند. قبل از نصب، کد منبع را بررسی کنید.

نصب سراسری (سطح کاربر):

npx skillhub install nexu-io/open-design/webgl-raymarched-hero

نصب در پروژه فعلی:

npx skillhub install nexu-io/open-design/webgl-raymarched-hero --project

skill.install.customTargetHelp

npx skillhub install nexu-io/open-design/webgl-raymarched-hero --target-dir /path/to/skills

مسیر پیشنهادی: ~/.claude/skills/webgl-raymarched-hero/

بررسی هوش مصنوعی

78
از ۱۰۰
کیفیت دستورالعمل82
دقت توضیحات90
کاربردی بودن72
صحت فنی85

High-quality skill with clear technical workflow and a working reference implementation. Scores high on instruction quality for specific performance constraints and self-review checks. Description precision is excellent with 8 trigger phrases. Generality is slightly limited by 'Open Design' platform assumptions, but the underlying WebGL technique is universal.

betacomplexfrontend-developerscreative-codersshader-enthusiastswebglraymarchingshader-art3d-herofrontend-animation
بررسی‌شده توسط review-skill-gateway(z-ai/glm-5.2) در تاریخ ۱۴۰۵/۴/۲۷

محتوای SKILL.md

---
name: webgl-raymarched-hero
description: |
  A real-time raymarched 3D hero — soft-shadowed morphing metaballs with a
  fresnel rim light, sphere-traced per pixel in a fragment shader with a slow
  camera orbit. No meshes, no textures. Rendered as a single self-contained
  `index.html`. Use when the brief asks for a "raymarch", "signed distance
  field", "SDF", "3D hero", "metaballs", "blobs", or a shader-based 3D scene.
  Open Design serves this in powered-preview mode so the GPU stack actually
  runs.
triggers:
  - "raymarch"
  - "raymarching"
  - "sdf"
  - "signed distance field"
  - "metaballs"
  - "3d hero"
  - "blobs"
  - "光线步进"
  - "有向距离场"
od:
  mode: prototype
  platform: web
  scenario: design
  preview:
    type: html
    entry: index.html
    reload: debounce-100
  design_system:
    requires: false
    sections: [color, typography]
  craft:
    requires: [animation-discipline]
---

# Raymarched Hero Skill

Produce a single self-contained `index.html` that renders a real-time 3D scene **entirely in a fragment shader** via sphere tracing, full-screen, with a clean typographic overlay on top.

## Why this is a powered artifact

Open Design detects `getContext('webgl2')` and renders this file in **powered preview** — a cross-origin-isolated iframe with `allow-same-origin`. The full GPU pipeline is available; you do not need to work around the opaque sandbox.

## Resource map

```
webgl-raymarched-hero/
├── SKILL.md      ← you're reading this
└── example.html  ← a working SDF metaball raymarcher (READ FIRST)
```

## Workflow

### Step 0 — Read the reference
Read `example.html` end to end. Note the shape: one fullscreen triangle; a `map(p)` signed-distance function that smooth-unions (`smin`) several moving spheres; normals by finite differences; a `softShadow` march; and a camera built from `ro`/`ta` with a slow orbit. Shading = diffuse × soft shadow + fresnel rim + a tight specular.

### Step 1 — Choose the SDF
Keep the marcher cheap so it holds 60fps:
- **Metaballs** (default): a few spheres blended with `smin` — organic, always readable.
- **Rounded primitives**: box/torus/capsule SDFs with domain repetition for a structured hero.
- **Displaced surface**: a sphere plus a low-amplitude noise displacement for a molten look.

### Step 2 — Build `index.html`
- One file, zero external requests. Fullscreen triangle + fragment raymarch.
- Bound the march: cap iterations (~90), early-out on hit (`d < 0.001`) and on far distance; clamp DPR to ~1.5 — raymarching is per-pixel heavy.
- Light it: diffuse, a soft/penumbra shadow, a fresnel rim (`pow(1 - dot(n,-rd), 3)`), and one specular lobe. Gentle gamma at the end.
- Compile shaders with error logging so a typo fails loudly, not silently black.

### Step 3 — Overlay + brand
- Map the accent colors to the active DESIGN.md when one is present; otherwise a restrained dark palette with one vivid accent (the reference tints the surface toward lime `#63fe13` and rims it in teal).
- Headline ≤ 13ch plus one supporting line. Keep the 3D form as the hero.

### Step 4 — Self-review (P0)
- [ ] Renders continuously at ~60fps; the FPS badge updates.
- [ ] Surface has real depth cues: shadow, rim, and a moving specular.
- [ ] No banding artifacts at the silhouette; normals are stable.
- [ ] Resizes crisply on window resize (no stretching / blur).
- [ ] Degrades to a message (not a blank page) if `webgl2` is unavailable.

مجوز

مجوز اعلام‌شده: Apache-2.0

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