threejs-materials-lighting SKILL.md skillA

threejs-materials-lighting from gamedev-skills/awesome-gamedev-agent-skills is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting@git:20260925.a8320b7

Pins git:20260925.a8320b7 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
gamedev-skills/awesome-gamedev-agent-skills
Path
skills/web-engines/threejs-materials-lighting/SKILL.md
Versions recorded
4
Latest version
git:20260925.a8320b7, committed Sep 25, 2026
First version recorded
Jun 24, 2026
Size
7,289 bytes
Repository stars
1,784
License
Apache-2.0

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.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# 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.
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting@sha256:5377a67ebd805857

The line at the top of this page pins the label git:20260925.a8320b7, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_r7f5xl7by4fy4rsm.svg)](https://markdownregistry.com/a/art_r7f5xl7by4fy4rsm)

2 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 4 versions of this file, between Jun 24, 2026 and Sep 25, 2026, about one every 31 days.

versioncommittedcommitsizeaudit
git:20260925.a8320b7 latest2026-09-25 a8320b7 7,289 BA view · diff
git:20260808.3727d022026-08-08 3727d02 7,252 BA view · diff
git:20260625.c6e4cc02026-06-25 c6e4cc0 7,433 BA view · diff
git:20260624.15996b22026-06-24 15996b2 7,422 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (7289 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

gamedev-skills/awesome-gamedev-agent-skills · 1,784 stars · license Apache-2.0 · pushed 2026-10-09 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_r7f5xl7by4fy4rsm
GET https://markdownregistry.com/api/v1/resolve?ref=gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting
GET https://markdownregistry.com/api/v1/blob/5377a67ebd8058574ca1fe7bc82ced3c5b98380f3d860ef146b0727a3b6ad2af

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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