Content
78%Weight 40%Scale 1-5Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.
A highly actionable, code-first reference: nearly every snippet is executable and covers the common Three.js post-processing cases, including the WebGPU node-based path. Its weaknesses are duplicated setup/resize sections and a monolithic single-file layout where an effects catalog would better live in reference files for progressive disclosure.
Suggestions
Split the Common Effects catalog (bloom through outline, ~250 lines) into a references/effects.md file and keep SKILL.md as an overview with one-line pointers, adding the missing references/ bundle structure for progressive disclosure.
Consolidate the three repeated EffectComposer setup/import blocks (Quick Start, EffectComposer Setup, Combining Multiple Effects) into one canonical setup section and remove the duplicate resize handlers (FXAA section and Handle Resize section).
Add a brief ordered workflow section (setup → add passes → render loop → resize) up front so the sequence and the "use composer.render(), not renderer.render()" gotcha are surfaced before the effect catalog.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | Prose is minimal and every section is code-dense with no concept-explaining padding, but EffectComposer setup with imports is repeated across three sections (Quick Start, EffectComposer Setup, Combining Multiple Effects) and resize handling appears in three places. Mostly efficient with duplication that could be trimmed to a single canonical setup, keeping it below the lean top anchor. | 4 / 5 |
Actionability | Nearly all examples are copy-paste executable with inline parameter comments (strength/radius/threshold, focus/aperture/maxblur) and cover the common cases: setup, bloom, selective bloom, AA, SSAO, DOF, vignette, custom shaders, combining passes, resize, and WebGPU. Only the performance-tip snippet references undefined strength/radius/threshold variables, an intentionally parameterized illustration among otherwise complete code. | 5 / 5 |
Workflow Clarity | The sequence (composer → RenderPass → effect passes → render loop → resize) is clear, the critical gotcha is explicitly flagged ("composer.render(); // NOT renderer.render()"), and pass-ordering guidance is given ("Anti-aliasing (always last before output)"). No destructive or batch operations require validation, but the sequence is distributed across sections rather than one explicit ordered workflow with checkpoints, so it fits the clear-sequence anchor rather than the top one. | 4 / 5 |
Progressive Disclosure | No bundle files exist, so the entire ~500-line effect catalog and shader reference live inline in a single 620-line SKILL.md. Section headers provide real structure (above the no-headers anchor), but content that clearly belongs in separate reference files — the twelve-effect catalog and custom shader templates — is inlined with no one-level-deep references, matching the some-structure anchor. | 3 / 5 |
Total | 16 / 20 Passed |