
r3f-materials
Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation, and material properties. Use when choosing materials, creating custom shaders, or binding dynamic uniforms.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-materials- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads r3f-materials automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
R3F Materials
Materials define surface appearance—color, texture, reflectivity, transparency, and custom shader effects.
Quick Start
// Built-in material
<mesh>
<boxGeometry />
<meshStandardMaterial color="hotpink" metalness={0.8} roughness={0.2} />
</mesh>
// Custom shader
<mesh>
<planeGeometry />
<shaderMaterial
uniforms={{ uTime: { value: 0 } }}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
/>
</mesh>
Built-in Materials
Material Comparison
| Material | Lighting | Use Case | Performance |
|---|---|---|---|
MeshBasicMaterial | None | UI, unlit, debug | Fastest |
MeshStandardMaterial | PBR | General 3D | Good |
MeshPhysicalMaterial | PBR+ | Glass, car paint | Slower |
MeshLambertMaterial | Diffuse | Matte surfaces | Fast |
MeshPhongMaterial | Specular | Shiny plastic | Fast |
MeshToonMaterial | Cel-shaded | Stylized | Good |
MeshNormalMaterial | None | Debug normals | Fastest |
MeshDepthMaterial | None | Depth passes | Fastest |
MeshBasicMaterial (Unlit)
<meshBasicMaterial
color="#ff0000" // Base color
map={texture} // Color texture
transparent={true} // Enable transparency
opacity={0.5} // Transparency level
alphaMap={alphaTexture} // Transparency texture
side={THREE.DoubleSide} // Render both sides
wireframe={true} // Wireframe mode
fog={false} // Ignore scene fog
/>
MeshStandardMaterial (PBR)
<meshStandardMaterial
// Base
color="#ffffff"
map={colorTexture}
// PBR properties
metalness={0.5} // 0 = dielectric, 1 = metal
metalnessMap={metalMap}
roughness={0.5} // 0 = mirror, 1 = diffuse
roughnessMap={roughMap}
// Normal mapping
normalMap={normalTexture}
normalScale={[1, 1]}
// Ambient occlusion
aoMap={aoTexture}
aoMapIntensity={1}
// Displacement
displacementMap={dispMap}
displacementScale={0.1}
// Emission
emissive="#000000"
emissiveMap={emissiveTexture}
emissiveIntensity={1}
// Environment
envMap={cubeTexture}
envMapIntensity={1}
/>
MeshPhysicalMaterial (Advanced PBR)
<meshPhysicalMaterial
// Inherits all MeshStandardMaterial props, plus:
// Clearcoat (car paint, lacquer)
clearcoat={1}
clearcoatRoughness={0.1}
clearcoatNormalMap={ccNormal}
// Transmission (glass, water)
transmission={0.9} // 0 = opaque, 1 = fully transmissive
thickness={0.5} // Volume thickness
ior={1.5} // Index of refraction
// Sheen (fabric, velvet)
sheen={1}
sheenRoughness={0.5}
sheenColor="#ff00ff"
// Iridescence (soap bubbles, oil slicks)
iridescence={1}
iridescenceIOR={1.3}
iridescenceThicknessRange={[100, 400]}
/>
MeshToonMaterial (Cel-shaded)
<meshToonMaterial
color="#6fa8dc"
gradientMap={gradientTexture} // 3-5 color ramp texture
/>
// Create gradient texture
const gradientTexture = useMemo(() => {
const canvas = document.createElement('canvas');
canvas.width = 4;
canvas.height = 1;
const ctx = canvas.getContext('2d')!;
// 4-step toon shading
ctx.fillStyle = '#444'; ctx.fillRect(0, 0, 1, 1);
ctx.fillStyle = '#888'; ctx.fillRect(1, 0, 1, 1);
ctx.fillStyle = '#bbb'; ctx.fillRect(2, 0, 1, 1);
ctx.fillStyle = '#fff'; ctx.fillRect(3, 0, 1, 1);
const texture = new THREE.CanvasTexture(canvas);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
return texture;
}, []);
Common Properties (All Materials)
<meshStandardMaterial
// Rendering
transparent={false}
opacity={1}
alphaTest={0} // Discard pixels below threshold
alphaToCoverage={false} // MSAA alpha
// Faces
side={THREE.FrontSide} // FrontSide | BackSide | DoubleSide
// Depth
depthTest={true}
depthWrite={true}
// Stencil
stencilWrite={false}
stencilFunc={THREE.AlwaysStencilFunc}
// Blending
blending={THREE.NormalBlending}
// Other
visible={true}
fog={true}
toneMapped={true}
/>
Textures
Loading Textures
import { useTexture } from '@react-three/drei';
function TexturedMesh() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg'
]);
return (
<mesh>
<boxGeometry />
<meshStandardMaterial
map={colorMap}
normalMap={normalMap}
roughnessMap={roughnessMap}
/>
</mesh>
);
}
Texture Settings
import { useTexture } from '@react-three/drei';
import * as THREE from 'three';
const texture = useTexture('/texture.jpg', (tex) => {
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(4, 4);
tex.anisotropy = 16; // Sharper at angles
});
ShaderMaterial
Full control via GLSL vertex and fragment shaders:
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
const vertexShader = `
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
vec3 color = mix(uColor, vec3(1.0), pulse * 0.3);
// Simple rim lighting
float rim = 1.0 - dot(vNormal, vec3(0.0, 0.0, 1.0));
color += rim * 0.5;
gl_FragColor = vec4(color, 1.0);
}
`;
function CustomShaderMesh() {
const materialRef = useRef<THREE.ShaderMaterial>(null!);
useFrame(({ clock }) => {
materialRef.current.uniforms.uTime.value = clock.elapsedTime;
});
return (
<mesh>
<sphereGeometry args={[1, 32, 32]} />
<shaderMaterial
ref={materialRef}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={{
uTime: { value: 0 },
uColor: { value: new THREE.Color('#ff6b6b') }
}}
/>
</mesh>
);
}
Uniforms
Uniform Types
uniforms={{
// Scalars
uFloat: { value: 1.0 },
uInt: { value: 1 },
uBool: { value: true },
// Vectors
uVec2: { value: new THREE.Vector2(1, 2) },
uVec3: { value: new THREE.Vector3(1, 2, 3) },
uVec4: { value: new THREE.Vector4(1, 2, 3, 4) },
uColor: { value: new THREE.Color('#ff0000') },
// Matrices
uMat3: { value: new THREE.Matrix3() },
uMat4: { value: new THREE.Matrix4() },
// Textures
uTexture: { value: texture },
uCubeTexture: { value: cubeTexture },
// Arrays
uFloatArray: { value: [1.0, 2.0, 3.0] },
uVec3Array: { value: [new THREE.Vector3(), new THREE.Vector3()] }
}}
Animating Uniforms
function AnimatedShader() {
const materialRef = useRef<THREE.ShaderMaterial>(null!);
useFrame(({ clock, mouse }) => {
const uniforms = materialRef.current.uniforms;
uniforms.uTime.value = clock.elapsedTime;
uniforms.uMouse.value.set(mouse.x, mouse.y);
uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
});
return (
<shaderMaterial
ref={materialRef}
uniforms={{
uTime: { value: 0 },
uMouse: { value: new THREE.Vector2() },
uResolution: { value: new THREE.Vector2() }
}}
// ...
/>
);
}
Shared Uniforms
// Create shared uniform object
const globalUniforms = useMemo(() => ({
uTime: { value: 0 },
uGlobalColor: { value: new THREE.Color('#00ff00') }
}), []);
// Update in useFrame
useFrame(({ clock }) => {
globalUniforms.uTime.value = clock.elapsedTime;
});
// Use in multiple materials
<mesh>
<boxGeometry />
<shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 1 } }} />
</mesh>
<mesh position={[2, 0, 0]}>
<sphereGeometry />
<shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 2 } }} />
</mesh>
RawShaderMaterial
No built-in uniforms/attributes—full control:
<rawShaderMaterial
vertexShader={`
precision highp float;
// Must declare all inputs manually
attribute vec3 position;
attribute vec2 uv;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
precision highp float;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(vUv, 0.0, 1.0);
}
`}
/>
Material Extensions
Extend Existing Materials
import { extend } from '@react-three/fiber';
import { shaderMaterial } from '@react-three/drei';
// Create extended material
const GradientMaterial = shaderMaterial(
// Uniforms
{ uColorA: new THREE.Color('#ff0000'), uColorB: new THREE.Color('#0000ff') },
// Vertex
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment
`
uniform vec3 uColorA;
uniform vec3 uColorB;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(mix(uColorA, uColorB, vUv.y), 1.0);
}
`
);
// Register with R3F
extend({ GradientMaterial });
// Use in JSX
function Gradient() {
return (
<mesh>
<planeGeometry args={[2, 2]} />
<gradientMaterial uColorA="#ff0000" uColorB="#0000ff" />
</mesh>
);
}
Performance Tips
| Technique | When to Use |
|---|---|
| Share materials | Multiple meshes, same appearance |
| Use cheaper materials | Distant objects (Basic vs Standard) |
| Limit texture size | Mobile, large scene |
| Disable unneeded features | fog={false}, toneMapped={false} |
Material Reuse
// Define once
const sharedMaterial = useMemo(() => (
<meshStandardMaterial color="red" roughness={0.5} />
), []);
// Reuse (same GPU program)
{items.map((item, i) => (
<mesh key={i} position={item.pos}>
<boxGeometry />
{sharedMaterial}
</mesh>
))}
File Structure
r3f-materials/
├── SKILL.md
├── references/
│ ├── pbr-properties.md # PBR material deep-dive
│ ├── uniform-types.md # Complete uniform reference
│ └── shader-templates.md # Common shader patterns
└── scripts/
├── materials/
│ ├── gradient.ts # Gradient shader material
│ ├── fresnel.ts # Fresnel/rim effect
│ └── dissolve.ts # Dissolve effect
└── utils/
└── uniform-helpers.ts # Uniform animation utilities
Reference
references/pbr-properties.md— Deep-dive into PBR material propertiesreferences/uniform-types.md— All uniform types and GLSL mappingsreferences/shader-templates.md— Common shader effect patterns
FAQ
What does the r3f-materials skill do?
Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation, and material properties. Use when choosing materials, creating custom shaders, or binding dynamic uniforms.
How do I install r3f-materials?
Run npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-materials in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/r3f-materials/ (personal) or .claude/skills/r3f-materials/ (project).
Which AI agents can use r3f-materials?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is r3f-materials safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains r3f-materials?
It is published by bbeierle12 in bbeierle12/skill-mcp-claude. It has 69 recorded installs.
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