gamedev-skills/threejs-materials-lighting
> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-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).
enabling shadows, or setting up environment-map reflections (IBL).
MeshStandardMaterial, DirectionalLight, etc., or setsrenderer.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.
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.
scene.environment. Combine a soft fill (AmbientLight/HemisphereLight) with a
key DirectionalLight.
intensities are higher than old tutorials (a key DirectionalLight ≈ 1–3).
renderer.shadowMap.enabled = true, thelight's castShadow = true, and each mesh's castShadow/receiveShadow. Then
fit the light's shadow camera to the scene.
PMREM-processed texture to scene.environment; PBR materials pick it up
automatically.
(highlights move), shadows land where expected, and reflections look plausible.
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);
// 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 });
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
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,
});
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;
scene.environment.Add a light or an environment map; to confirm geometry, temporarily swap to
MeshBasicMaterial/MeshNormalMaterial.
based; raise intensities (key light ≈ 2–3) or add an environment map.
(renderer.shadowMap.enabled, light.castShadow, mesh castShadow/
receiveShadow).
DirectionalLight's orthographicshadow.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).
light.shadow.bias (small negative) andlight.shadow.normalBias.
texture.colorSpace = THREE.SRGBColorSpace; normal/roughness/metalness maps must
stay linear (leave them as NoColorSpace).
(cube map). Prefer one shadow-casting DirectionalLight; use cheaper fakes
elsewhere.
Mesh*Material for which look), light typesand 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).Take gamedev-skills/threejs-materials-lighting from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.