--- 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. OpenDesign 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 OpenDesign 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.