--- id: gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting version: "038d203a" license: Apache-2.0 install: manual updated: 2026-07-25 --- # threejs-materials-lighting — This skill teaches you how to transform dull or featureless 3D geometry into visually compelling scenes using Three.js. You'll learn to select appropriate material types, configure their properties, and strategically place light sources to achieve realistic shading and depth. Perfect for game developers and 3D graphics enthusiasts who want to move beyond basic mesh rendering. Publisher: gamedev-skills · Stars: 356 · Updated: 2026-07-25 Install (manual): `git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills` ## 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 **r165+**, 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). [View on SkillFed](https://skillfed.io/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting) · [View on GitHub](https://github.com/gamedev-skills/awesome-gamedev-agent-skills)