skilly. Buy ad slot
All skills
Frontend · Design / AGENT SKILL

threejs-materials-lighting

gamedev-skills/awesome-gamedev-agent-skills
2.6K installs 1.1K GitHub stars
0

Configure three.js materials, lighting, shadows, and environment reflections.
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.

BEFORE YOU INSTALL

Understand the trade-offs.

SECURITY REVIEW

Not yet assessed

Review the original instructions and requested permissions before installing.

No security review is available for this catalog entry yet.

SKILL QUALITY

Not yet assessed

How clearly the skill guides your agent, how complete its workflow is, and how you can check the outcome.

No quality assessment is available for this catalog entry yet.

The full skill.

Original instructions from the publisher’s SKILL.md

# 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 **r184**, 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

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

```js
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)

```js
// 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)

```js
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

```js
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

```js
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`.

## 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).