MCPInstall

threejs-materials-lighting

Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs 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.

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5.8K
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads threejs-materials-lighting automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·The skill provides standard documentation and code snippets for managing materials, lighting, and shadows in Three.js scenes. No security risks were detected.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

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 r186, verified against r186 (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

  1. 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.
  2. 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.
  3. Mind light intensity. Since r155, lighting is physically based; modern intensities are higher than old tutorials (a key DirectionalLight ≈ 1–3).
  4. 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.
  5. Use an environment map for grounded reflections. Assign an equirectangular or PMREM-processed texture to scene.environment; PBR materials pick it up automatically.
  6. 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.PCFShadowMap;         // soft by default since r182

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 { HDRLoader } from 'three/addons/loaders/HDRLoader.js'; // RGBELoader before r180

new HDRLoader().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 tone curve (default is NoToneMapping). AgXToneMapping and
// NeutralToneMapping are the other common choices.
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). GLTFLoader already tags glTF textures correctly, so this applies to textures you load yourself.
  • Looks right on its own but dark/flat once post-processing is added → tone mapping and the sRGB output conversion only run when rendering straight to the canvas; end the EffectComposer chain with OutputPass.
  • Environment lighting too strong or too weak → scale it with scene.environmentIntensity (r163+); material.envMapIntensity only affects a material's own envMap.
  • 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, the PMREMGenerator/RoomEnvironment route to IBL without an HDR file, and tone mapping with post-processing, read references/materials-lights-table.md.

Related skills

  • 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).

FAQ

What does the threejs-materials-lighting skill do?

Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs 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.

How do I install threejs-materials-lighting?

Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lighting 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/threejs-materials-lighting/ (personal) or .claude/skills/threejs-materials-lighting/ (project).

Which AI agents can use threejs-materials-lighting?

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 threejs-materials-lighting safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains threejs-materials-lighting?

It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 5,831 recorded installs.

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