forge-procedural-sky

Render physically-based atmospheric skies in SDL GPU projects with LUT generation.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-procedural-sky-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-procedural-sky
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-procedural-sky
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-procedural-sky-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Adds a physically-based atmospheric sky rendering capability to SDL GPU projects, enabling dynamic day/night skies with horizon-accurate colors and realistic outdoor lighting without reliance on static sky textures.

Core Features & Use Cases

  • Procedural sky rendering using per-pixel ray marching with LUT-accelerated transmittance and multi-scattering.
  • Time-of-day support with adjustable sun direction and horizon color for outdoor scenes.
  • Integrates into the existing SDL_GPU pipeline: dedicated compute passes for LUT generation and a per-frame sky render pass, with optional bloom/tonemap as needed.

Quick Start

Integrate the procedural sky by wiring the compute and graphics pipelines, binding LUT textures, and pushing camera and sun uniforms each frame.

Frequently Asked Questions about forge-procedural-sky

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I render a procedural sky with atmospheric scattering in an SDL GPU project?

To render a procedural sky with atmospheric scattering in SDL, you wire compute passes for LUT generation and a per-frame sky render pass, binding LUT textures while pushing camera and sun uniforms each frame.

What is LUT-accelerated atmospheric scattering for real-time sky rendering?

LUT-accelerated atmospheric scattering is a technique that precomputes transmittance and multi-scattering data into lookup tables, enabling per-pixel ray marching to deliver physically-based, horizon-accurate sky colors in real-time outdoor scenes.

Can I use this procedural sky skill for dynamic time-of-day systems?

Yes, you can use this procedural sky capability for dynamic time-of-day systems by adjusting the sun direction and horizon color uniforms each frame to achieve realistic outdoor lighting transitions without static sky textures.

Does the atmospheric sky rendering pipeline support bloom and tonemapping?

Yes, the atmospheric sky rendering pipeline supports optional bloom and tonemap workflows, allowing you to integrate the per-frame sky render pass directly into your existing post-processing stages for real-time outdoor scenes.

What's the best way to generate transmittance and multi-scattering LUTs for real-time rendering?

The best way to generate transmittance and multi-scattering LUTs for real-time rendering is through dedicated compute passes that precompute atmospheric scattering data, which are then bound as textures during the per-frame sky render pass.