
Raymarched Hero
FreeCreate stunning real-time 3D scenes with raymarching.
Free · Opens the source repo
What Raymarched Hero does
The Raymarched Hero skill enables developers to produce a self-contained index.html file that renders a real-time 3D scene entirely through a fragment shader using sphere tracing. This skill is particularly useful for creating visually appealing 3D graphics without relying on traditional meshes or textures. Instead, it utilizes signed distance functions (SDF) to generate complex shapes like metaballs, which can morph and animate in real-time. The output is a fullscreen rendering with a clean typographic overlay, suitable for showcasing interactive 3D content in web applications.
This skill is designed to work seamlessly within the Open Design environment, which detects WebGL2 contexts and allows for full GPU pipeline access without the limitations of a typical sandbox. This means you can focus on creating intricate visual effects and shaders without worrying about cross-origin issues or performance bottlenecks. The skill guides users through a structured workflow, starting from understanding the example provided, to selecting the appropriate SDF type, and finally building the index.html file.
Developers can choose from various SDF shapes, such as metaballs for organic forms or rounded primitives for structured designs. The skill emphasizes maintaining performance, aiming for a consistent 60fps rendering rate by implementing efficient raymarching techniques. Additionally, it includes guidelines for lighting and shading, ensuring that the rendered scene has depth and visual interest.
This skill is ideal for web developers and designers looking to incorporate advanced 3D graphics into their projects without the overhead of traditional 3D modeling. Whether for games, interactive art, or visual demos, the Raymarched Hero skill provides a robust framework for creating engaging 3D experiences directly in the browser.
When to use it
Use this skill when you need to create visually dynamic 3D scenes for web applications, especially when the project requires raymarching or SDF techniques.
When not to use it
This skill may not be suitable for applications requiring traditional 3D models or textures, as it focuses solely on shader-based rendering.
What you can build with it
Interactive Art Installations
Use the Raymarched Hero skill to create captivating 3D visuals for interactive art installations that respond to user input.
Web-Based Games
Incorporate real-time 3D graphics into web-based games, enhancing the visual experience without the need for heavy assets.
Visual Demos for Projects
Utilize this skill to showcase innovative 3D concepts in project demos, making your presentations more engaging.
How to install Raymarched Hero
View source1. Install with the skills CLI
npx skills add nexu-io/open-design/webgl-raymarched-hero --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by nexu-ioRaymarched 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
#63fe13and 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
webgl2is unavailable.
Frequently asked questions about Raymarched Hero
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