> 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).Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances
Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.
Build and distribute Expo development clients locally or via TestFlight
Use when you have a written implementation plan to execute in a separate session with review checkpoints
Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.
Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.
Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.
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.