本文へ移動
cccskills
無料GitHub で公開

background-grid-webgl

Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

インストール方法を見る

含まれるファイル(10)

  • SKILL.md2.6 KB
  • demo/assets/page-01-2f563338-39fa-47ea-9761-658d4f3f84db-1600w.jpg292.0 KB
  • demo/assets/page-02-4f5668c5-fc4a-44e0-bc5e-a664189d3c31-1600w.jpg212.3 KB
  • demo/assets/page-03-77415a2e-dcbc-4748-a29d-fced4821881a-1600w.jpg354.2 KB
  • demo/assets/page-04-c92852bb-a510-405a-85ab-ffa0fde136a4-1600w.jpg209.1 KB
  • demo/assets/source-preview.jpg72.1 KB
  • demo/index.html21.4 KB
  • demo/preview.jpg54.3 KB
  • demo/PROMPT.md3.2 KB
  • demo/source.json3.2 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Background Grid WebGL Skill

Use When

  • Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

Workflow

Scope

  • Apply this only to the immersive background grid layer, not to the full page layout, copy, or unrelated particle or laser systems.
  • Use it when the design needs a perspective tech grid receding into space with subtle motion and depth.

Visual target

  • Create a large perspective ground-plane grid viewed from an elevated camera angle so the lines recede toward the horizon.
  • Keep the grid understated and atmospheric: thin lines, soft fade with distance, dark background, and restrained glow rather than a loud retro neon floor.
  • Add a light field of floating particles or dust to give the scene depth without overpowering the grid.
  • Use the design's primary color or strongest accent color sparingly for glow, particles, or secondary emphasis. If the design is neutral, a white or cool gray grid is acceptable.

Implementation guidance

  • Prefer Three.js or equivalent real WebGL rendering for this effect.
  • Use a perspective camera positioned above the plane and looking toward the origin to emphasize depth.
  • Build the grid as a large plane helper or custom grid with line opacity fading by distance so the far field dissolves smoothly.
  • Animate the grid with slow forward drift or repeated positional cycling so it feels alive without becoming distracting.
  • Add subtle mouse-responsive camera parallax or offset, but keep the movement calm and damped.
  • Add a sparse additive particle field with low opacity and slow motion to soften the empty space around the grid.

Tuning knobs

  • Grid density: control plane size, division count, and line spacing.
  • Fade: adjust opacity falloff so the grid recedes naturally into darkness.
  • Motion: tune forward drift speed, particle float speed, and camera smoothing.
  • Camera: adjust height, distance, tilt, and parallax strength to control perspective drama.
  • Color: keep the base grid subtle and use the active design accent only as a restrained highlight.

Avoid

  • Bright synthwave neon grids unless the design explicitly calls for that style.
  • Thick linework or high-contrast grids that compete with foreground content.
  • Dense particles or fog that obscure the grid structure.
  • Aggressive mouse tracking or fast grid motion that makes the background feel unstable.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.

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/Skills6,7182026年10月6日 更新

Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

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/Skills6,7182026年10月6日 更新

Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

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/Skills6,7182026年10月6日 更新

Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

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/Skills6,7182026年10月6日 更新

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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/Skills6,7182026年10月6日 更新

Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch 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。

MengTo/Skills6,7182026年10月6日 更新

MengTo のスキルをすべて見る

このスキルの問題を報告する