Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.
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Make the light appear to travel through gaps in the scene. Roof edges and foliage should shape the shafts as the camera moves.
Inspect the renderer version, render targets, alpha usage, depth path, tone mapping, and post-processing order. Keep the existing WebGL or WebGPU backend. The shader recipe below describes a WebGL screen-space effect; implement the equivalent in the project's node/render pipeline when using WebGPU.
Use one normalized world-space direction pointing toward the sun for the sky, ray source, and directional lighting. If the art direction deliberately offsets the visible sun from the lighting sun, document and control that offset in one place.
uv = ndc.xy * 0.5 + 0.5; account for the pipeline's texture orientation.Core accumulation, expressed as pseudocode:
step = (pixelUV - sunUV) * density / sampleCount
sampleUV = pixelUV - step * jitter
sum = 0; weightSum = 0; weight = 1
repeat sampleCount times:
sampleUV -= step
if sampleUV is inside the texture:
energy = max(luminance(scene(sampleUV)) - threshold, 0)
sum += min(energy, energyCap) * skyMask(sampleUV) * weight
weightSum += weight
weight *= decay
rays = sum / max(weightSum, epsilon)Use aspect-correct distance from the source for radial falloff. Keep any angular variation broad and subtle; the scene occlusion should provide most of the structure. On opaque foreground surfaces, attenuate the screen-space overlay strongly so wood and stone retain contrast. This is an artistic approximation, not a substitute for depth-integrated volumetric scattering.
Start with a low sun, warm neutral tint, visible gaps, and restrained intensity. View from behind a roofline and through a canopy. Whiteout usually means excessive intensity or a bad mask, not insufficient bloom.
Use roughly 24–48 samples and a half-resolution ray buffer as a starting experiment; increase only when visible banding warrants it. Seijaku's reference uses 72 samples, which is a reference choice rather than a required quality floor. Smooth noise jitter can reduce bands, but animated jitter can shimmer; use stable noise for still or reduced-motion views unless temporal accumulation is available.
Skip the pass when its contribution is zero. Resize its buffers with the drawing buffer, dispose replaced targets, and measure its incremental GPU/frame cost with rays enabled and disabled. Avoid synchronous GPU readback in the render loop.
Read REFERENCES.md for the source and renderer documentation. In Seijaku, inspect GodRayShader, makePost, and the projected-source update. Its alpha-mask convention depends on its complete render pipeline; do not transplant that assumption alone.
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