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Threejs Materials Lighting Agent Skill

> unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting

The instruction itself

12 sections, as written by the author

three.js Materials & Lighting

Make three.js surfaces look right: pick the correct material, light the scene,

enable shadows, and add image-based lighting. Patterns target r165+, verified

against r184 (lighting is physically based by default since r155).

When to use

  • Use when a mesh renders black or flat, when choosing a material, adding lights,

enabling shadows, or setting up environment-map reflections (IBL).

  • Use when code constructs MeshStandardMaterial, DirectionalLight, etc., or sets

renderer.shadowMap.enabled or scene.environment.

When *not* to use: the renderer/camera/loop → threejs-scene-setup. Loading

models (whose PBR materials this complements) → threejs-gltf-loading. Custom

GLSL/ShaderMaterial is its own topic; for the portable concept see

shader-programming.

Core workflow

  • Pick a material by need. MeshStandardMaterial (PBR: roughness,

metalness, reacts to lights/IBL) for realism; MeshPhysicalMaterial for

clearcoat/transmission; MeshBasicMaterial (unlit, ignores lights) for UI/flat;

MeshNormalMaterial/MeshDepthMaterial for debugging.

  • Add light, or nothing shows. Lit materials need a light source and/or

scene.environment. Combine a soft fill (AmbientLight/HemisphereLight) with a

key DirectionalLight.

  • Mind light intensity. Since r155, lighting is physically based; modern

intensities are higher than old tutorials (a key DirectionalLight ≈ 1–3).

  • Enable shadows in three places. renderer.shadowMap.enabled = true, the

light's castShadow = true, and each mesh's castShadow/receiveShadow. Then

fit the light's shadow camera to the scene.

  • Use an environment map for grounded reflections. Assign an equirectangular or

PMREM-processed texture to scene.environment; PBR materials pick it up

automatically.

  • Verify under real lighting — confirm the surface responds to the key light

(highlights move), shadows land where expected, and reflections look plausible.

Patterns

1. PBR material under a 3-light rig

import * as THREE from 'three';

const material = new THREE.MeshStandardMaterial({
  color: 0xcc4444,
  roughness: 0.5,     // 0 = mirror, 1 = fully matte
  metalness: 0.0,     // 0 = dielectric (plastic/wood), 1 = metal
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 32, 16), material);
scene.add(mesh);

// Soft sky/ground fill + a directional key light.
scene.add(new THREE.HemisphereLight(0xbbddff, 0x443322, 1.0)); // sky, ground, intensity
const key = new THREE.DirectionalLight(0xffffff, 2.5);
key.position.set(5, 10, 7);
scene.add(key);

2. Unlit material (no light needed)

// MeshBasicMaterial ignores lights — for flat color, UI, or sprites/labels.
const flat = new THREE.MeshBasicMaterial({ color: 0x44aa88 });
// A textured color map should be tagged sRGB so colors aren't washed out:
const tex = new THREE.TextureLoader().load('assets/logo.png');
tex.colorSpace = THREE.SRGBColorSpace;
const logo = new THREE.MeshBasicMaterial({ map: tex, transparent: true });

3. Shadows (the three required switches + camera fit)

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;     // softer edges

const sun = new THREE.DirectionalLight(0xffffff, 3);
sun.position.set(8, 12, 6);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);                   // default 512; raise for crisp
// DirectionalLight uses an OrthographicCamera — fit it tightly to the scene:
const cam = sun.shadow.camera;
cam.near = 1; cam.far = 40;
cam.left = -15; cam.right = 15; cam.top = 15; cam.bottom = -15;
scene.add(sun);

mesh.castShadow = true;
ground.receiveShadow = true;                          // a plane to catch the shadow

4. PBR textures on a material

const loader = new THREE.TextureLoader();
const colorMap = loader.load('assets/brick_color.jpg');
colorMap.colorSpace = THREE.SRGBColorSpace;           // color maps are sRGB
const normalMap = loader.load('assets/brick_normal.jpg'); // data maps stay linear
const roughMap  = loader.load('assets/brick_rough.jpg');

const brick = new THREE.MeshStandardMaterial({
  map: colorMap,
  normalMap,
  roughnessMap: roughMap,
  metalness: 0,
});

5. Image-based lighting from an HDR environment

import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';

new RGBELoader().load('assets/studio.hdr', (hdr) => {
  hdr.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = hdr;     // lights + reflects all PBR materials
  scene.background = hdr;       // optional: show it as the backdrop
});
// Optional cinematic tone curve:
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.0;

Pitfalls

  • Mesh is pure black → a lit material with no light and no scene.environment.

Add a light or an environment map; to confirm geometry, temporarily swap to

MeshBasicMaterial/MeshNormalMaterial.

  • Scene too dark even with lights → old tutorial intensities. r155+ is physically

based; raise intensities (key light ≈ 2–3) or add an environment map.

  • Shadows don't appear → you missed one of the three switches

(renderer.shadowMap.enabled, light.castShadow, mesh castShadow/

receiveShadow).

  • Shadows are cut off or blocky → the DirectionalLight's orthographic

shadow.camera frustum is too big/small or doesn't cover the scene; tighten

left/right/top/bottom/near/far and raise shadow.mapSize. Visualise it with

new THREE.CameraHelper(light.shadow.camera).

  • Shadow acne / peter-panning → adjust light.shadow.bias (small negative) and

light.shadow.normalBias.

  • Colors look washed out / too bright → color (albedo) textures need

texture.colorSpace = THREE.SRGBColorSpace; normal/roughness/metalness maps must

stay linear (leave them as NoColorSpace).

  • PointLight shadows tank performance → a point light renders the scene 6 times

(cube map). Prefer one shadow-casting DirectionalLight; use cheaper fakes

elsewhere.

References

  • For the material cheat-sheet (which Mesh*Material for which look), light types

and their parameters/units, transparency vs alphaTest ordering, and the

PMREMGenerator/RoomEnvironment route to IBL without an HDR file, read

references/materials-lights-table.md.

  • threejs-scene-setup — renderer, camera, and loop (set shadowMap, tone mapping).
  • threejs-gltf-loading — models arrive with PBR materials this skill tunes.
  • shader-programming — custom shader effects (engine-agnostic concept).

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How to use it

Copy the folder

Take gamedev-skills/threejs-materials-lighting from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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