threejs-lights
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-lights/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-lights Compares
| Feature / Agent | threejs-lights | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
Which AI agents support this skill?
This skill is compatible with multi.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
## When to use this skill **ALWAYS use this skill when the user mentions:** - Enabling `castShadow` / `receiveShadow`, shadow map size, bias, normal bias, camera frusta for shadow casters - Physical lights: intensity, distance/decay, angle/penumbra for spots, rect area setup - `LightProbe` for irradiance-style probes; `IESSpotLight` with IES data **IMPORTANT: lights vs loaders vs node-tsl** | Topic | Skill | |-------|--------| | Light classes and shadows | **threejs-lights** | | Loading IES/HDR files | **threejs-loaders** | | LightNode / TSL lighting | **threejs-node-tsl** | **Trigger phrases include:** - "DirectionalLight", "SpotLight", "RectAreaLight", "castShadow", "shadow map" - "阴影", "点光源", "面光源", "LightProbe" ## How to use this skill 1. **Base recipe**: ambient/hemisphere fill + directional sun + local points/spots. 2. **Shadows**: enable on renderer, mark casters/receivers, tune map size vs performance, adjust bias to remove acne/peter-panning. 3. **RectArea**: initialize addon libs per docs page before using light type. 4. **Probes**: place probes; generate data via addon generator when applicable; relate to materials env reflections (**threejs-materials**, **threejs-textures**). 5. **IES**: load profile via loader skill, attach to `IESSpotLight` per docs. 6. **Performance**: limit shadow-casting lights; use layers (**threejs-objects**) to exclude objects. ### Example: Shadow setup with validation ```javascript // 1. Enable shadows on renderer renderer.shadowMap.enabled = true; // 2. Configure light as shadow caster const light = new THREE.DirectionalLight(0xffffff, 1); light.castShadow = true; light.shadow.mapSize.set(2048, 2048); light.shadow.bias = -0.0001; // Adjust to remove shadow acne // 3. Validate: verify shadow appears before tuning bias // Set castShadow on meshes, receiveShadow on ground mesh.castShadow = true; ground.receiveShadow = true; ``` See [examples/workflow-directional-shadow.md](examples/workflow-directional-shadow.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Lights | https://threejs.org/docs/Light.html | | Directional | https://threejs.org/docs/DirectionalLight.html | | Spot | https://threejs.org/docs/SpotLight.html | | Rect area | https://threejs.org/docs/RectAreaLight.html | ## Scope - **In scope:** Core lights, shadow maps, probes, listed addons for rect area and probe generation. - **Out of scope:** CSM deep theory (see addon Csm docs if user names it); baked lightmaps in DCC. ## Common pitfalls and best practices - Shadow map resolution must match scene scale—tiny shadows on huge worlds look blocky. - Point light shadows are six-face expensive—use wisely. - `RectAreaLight` without required libs yields black or wrong shading—verify init. - Mismatched physical units (intensity vs exposure) with **threejs-renderers** tone mapping causes blown or dim scenes. - Shadow **bias** / **normalBias** trade-offs: acne vs peter-paning—tune with helper frusta (**threejs-helpers**). ## Documentation and version Light and shadow classes live under [Lights](https://threejs.org/docs/#Lights) in [three.js docs](https://threejs.org/docs/). `RectAreaLight` and probe addons depend on extra init from **Addons → Lights**; IES profiles require **threejs-loaders** for file fetch before the light API is usable. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link the concrete light type (`DirectionalLight`, `SpotLight`, …) and shadow pages when shadows are on. 2. Separate **IES loading** to **threejs-loaders** and **LightNode** topics to **threejs-node-tsl**. 3. Give practical shadow map size / bias guidance with **threejs-helpers** for frustum visualization. 4. Mention `renderer.shadowMap.enabled` alongside light `castShadow` (see **threejs-renderers**). 5. Note performance cost of multiple shadow-casting lights. ## References - https://threejs.org/docs/#Lights - https://threejs.org/docs/DirectionalLight.html - https://threejs.org/docs/SpotLight.html - https://threejs.org/docs/LightShadow.html ## Keywords **English:** lights, shadows, directional, spotlight, rectarea, lightprobe, three.js **中文:** 灯光、阴影、平行光、聚光灯、面光源、LightProbe、three.js