Agent skill

unicorn-webgl

WebGL/3D web development with Unicorn Studio, Three.js, shaders, and scroll-driven interactions. TRIGGERS: Unicorn Studio, WebGL effects, Three.js, shaders, GLSL, scroll-driven 3D, GSAP ScrollTrigger, Lenis, hero animations, interactive visuals, distortion effects, blur effects, lighting effects, PBR materials, fragment shaders, vertex shaders, post-processing, Framer/Webflow embeds, immersive web experiences.

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/unicorn-webgl

SKILL.md

Unicorn Studio + WebGL/3D Web Dev

Unicorn Studio Overview

Browser-based no-code WebGL tool for interactive visuals, 2D/3D effects, animations. Export as images, videos, or embeddable WebGL scenes.

Workflow:

  1. Create project (artboard canvas)
  2. Import assets (images, videos, logos, shapes, 3D primitives)
  3. Add/position layers (images, shapes, text, video)
  4. Apply effects from Effects panel → adjust parameters → stack effects
  5. Add motion (time-based) and interactivity (hover, scroll, cursor, timeline)
  6. Export: static/video OR embeddable code/SDK for Framer, Webflow, Wix, Three.js

Effects Taxonomy

Category What it does Code equivalent
Filters Color manipulation, tints, contrast, saturation, grading Fragment shader color ops, post-processing
Distortion Warps, displacements, waves, noise, refraction Displacement shaders, vertex deformation
Blur Gaussian, directional, zoom, bokeh Multi-pass Gaussian blur nodes
Lighting Simulated lights, glow, highlights, rim PBR lighting, custom BRDF
Stylize Halftone, posterize, grain, glitch, edge detect Custom fragment shaders
Misc Experimental effects
Custom User-defined shaders GLSL/TSL extensions

Integration Patterns

Pattern 1: Visual shader editor for hero sections

  • Design in Unicorn → embed in React/Next/Framer/Webflow
  • Use for cards, transitions, section backgrounds

Pattern 2: 2D WebGL FX layer

  • Unicorn handles parallax, lighting, distortions on top of standard layout
  • Deep 3D (full environments) stays in custom Three.js/R3F

Pattern 3: Rapid prototyping

  • Designers iterate look in Unicorn
  • Devs replicate/extend in GLSL/TSL/WebGPU where needed

Three.js Core Concepts

Scene structure: Scene → Camera → Mesh (Geometry + Material) → Renderer

Lighting types:

  • AmbientLight: Uniform fill, no shadows
  • DirectionalLight: Parallel "sunlight", casts shadows
  • PointLight: Omnidirectional from point, falloff
  • SpotLight: Cone-shaped, focused highlights
  • HemisphereLight: Sky/ground gradient

Materials:

  • PBR: baseColor, metalness, roughness, normal, AO
  • Unlit: Ignores scene lighting (UI, toon, FX)
  • Custom: Your own BRDF/stylized lighting

Shader Fundamentals

Vertex shader: Positions vertices, deforms geometry (waves, wobble, displacement)

Fragment shader: Computes pixel color (lighting, shading, effects)

Common patterns:

  • Gaussian blur: Double render-pass softening
  • Fresnel: View-angle rim highlight (glow, outlines)
  • Cel/toon: Quantized light bands
  • Displacement: Texture/math moves vertices

Languages:

  • GLSL: C-like, WebGL standard
  • TSL: Node-based, generates shaders (WebGPU)

Scroll + Interaction Stack

GSAP:

  • Timeline: Sequenced animations, scrubbed by scroll/time
  • ScrollTrigger: Links scroll position to timeline progress
  • Easing: Acceleration curves (power, easeInOut)

Lenis: Smooth scroll library, feeds delta to GSAP + render loop

Scroll-driven camera: Camera position/rotation/FOV updated by scroll progress

Best practices:

  • Dedicated render loop + smooth scroll delta (Lenis)
  • Drive shader uniforms (time, intensity, distortionAmount) from GSAP timelines
  • Combine custom shaders + scroll camera + UI text animation in cohesive hero

Quick Reference

See references/glossary.json for term definitions and code mappings.

See references/workflows.md for step-by-step implementation guides:

  • Scroll-driven 3D hero
  • Unicorn embed in Next.js
  • Custom shader + GSAP integration

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