threejs-renderers
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
Best use case
threejs-renderers is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "threejs-renderers" skill to help with this workflow task. Context: Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/threejs-renderers/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How threejs-renderers Compares
| Feature / Agent | threejs-renderers | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Core rendering pipeline for three.js using WebGLRenderer and WebGPURenderer, canvas sizing, device pixel ratio, color space and tone mapping, output encoding, WebGL/WebGPU render targets, Info statistics, and addon overlay renderers (CSS2D/CSS3D/SVG). Use when tuning the draw loop, performance, or switching WebGPU vs WebGL; for EffectComposer passes use threejs-postprocessing; for XR session lifecycle use threejs-webxr; for shader graphs use threejs-node-tsl.
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:** - `WebGLRenderer` or `WebGPURenderer` creation, `setSize`, `setPixelRatio`, `setAnimationLoop` - Color management: `outputColorSpace`, `toneMapping`, exposure-like behavior via renderer properties - `WebGLRenderTarget`, `WebGLCubeRenderTarget`, MRT, readback, or render-to-texture setup at renderer level - `Info` (`render`, `triangles`, `calls`) for profiling; `CanvasTarget` / storage textures when working from docs index **IMPORTANT: this skill vs neighbors** | Topic | Use skill | |-------|-----------| | Fullscreen passes, bloom, SSAO, composer chain | **threejs-postprocessing** | | VR/AR session, `XRButton`, hand models | **threejs-webxr** | | Node-based frame graph / TSL post stack | **threejs-node-tsl** + renderer enablement | | Loading assets | **threejs-loaders** | **Trigger phrases include:** - "WebGLRenderer", "WebGPURenderer", "setPixelRatio", "toneMapping", "WebGLRenderTarget" - "渲染器", "像素比", "色调映射", "离屏渲染" ## How to use this skill 1. **Choose API**: `WebGLRenderer` for widest compatibility; `WebGPURenderer` when targeting WebGPU and node/TSL stack per project rules. 2. **Size**: match drawing buffer to canvas CSS size × `devicePixelRatio` with a sane cap (performance). 3. **Color**: set `outputColorSpace` / `toneMapping` consistently with textures and materials (cross-link threejs-textures, threejs-materials). 4. **Loop**: prefer `setAnimationLoop` for WebXR-friendly loops; otherwise `requestAnimationFrame`. 5. **Render targets**: pick `WebGLRenderTarget` vs cube/3D/array variants per environment/reflection needs; document dispose when recreating. 6. **Overlay UI**: import `CSS2DRenderer` / `CSS3DRenderer` from addons; sync size with main renderer. 7. **Profiling**: read `renderer.info` in dev builds only; explain cost of high pixel ratio and overdraw. 8. **WebXR hook**: enable XR on renderer but delegate session to **threejs-webxr**. See [examples/workflow-renderer-resize.md](examples/workflow-renderer-resize.md). ## Doc map (official) | Docs section | Representative links | |--------------|----------------------| | Core Renderers | https://threejs.org/docs/WebGLRenderer.html | | WebGPU | https://threejs.org/docs/WebGPURenderer.html | | Render targets | https://threejs.org/docs/WebGLRenderTarget.html | | Core PostProcessing (class) | https://threejs.org/docs/PostProcessing.html | | Addons renderers | https://threejs.org/docs/CSS2DRenderer.html | More class links: [references/official-sections.md](references/official-sections.md). ## Scope - **In scope:** Renderer construction, sizing, color/tone, targets, Info, addon CSS/SVG renderers, high-level XR enable only. - **Out of scope:** Individual composer passes (threejs-postprocessing); XR input (threejs-webxr); file IO (threejs-loaders). ## Common pitfalls and best practices - Uncapped DPR burns fill rate; cap `setPixelRatio(Math.min(devicePixelRatio, 2))` on dense scenes. - Mixing sRGB textures with wrong `outputColorSpace` causes washed or crushed blacks. - Forgetting `dispose()` on render targets and full-screen quads leaks GPU memory on hot reload. - `WebGPURenderer` feature set moves quickly—always cite current docs version note in answers. ## Documentation and version `WebGLRenderer`, `WebGPURenderer`, and color-management defaults evolve across releases. Use the [Renderers](https://threejs.org/docs/#Renderers) section of [three.js docs](https://threejs.org/docs/) for the user’s three.js line; WebGPU and node stacks may require newer minors—link class pages rather than memorizing constructor defaults. ## Agent response checklist When answering under this skill, prefer responses that: 1. Link official renderer or render-target pages (`WebGLRenderer`, `WebGLRenderTarget`, etc.). 2. Relate `outputColorSpace` / `toneMapping` to **threejs-textures** and **threejs-materials** when color looks wrong. 3. Point XR session details to **threejs-webxr** after `renderer.xr.enabled` is mentioned. 4. Mention `dispose()` for render targets and render lists on teardown or hot reload. 5. Cite **Addons → Renderers** (`CSS2DRenderer`, …) when overlays are in scope. ## References - https://threejs.org/docs/WebGLRenderer.html - https://threejs.org/docs/WebGPURenderer.html - https://threejs.org/docs/#Renderers - https://threejs.org/docs/Info.html ## Keywords **English:** webglrenderer, webgpurenderer, rendertarget, pixelratio, tonemapping, outputcolorspace, css2d, css3d, three.js **中文:** WebGLRenderer、WebGPU、渲染目标、像素比、色调映射、输出色彩空间、渲染器、three.js
Related Skills
threejs-webxr
WebXR integration for three.js: WebXRManager and XRManager on the renderer, session initialization patterns, VRButton and ARButton helpers, XRControllerModelFactory and hand model families, XREstimatedLight, XRPlanes, and related addon Webxr utilities. Use for immersive sessions and controller/hand tracking—not for standard desktop camera projection (threejs-camera) or composer post effects (threejs-postprocessing).
threejs-textures
three.js textures: Texture, DataTexture, CubeTexture, CompressedTexture variants, DepthTexture, VideoTexture, CanvasTexture, 3D/array textures, Source; sampling parameters, mipmaps, anisotropy, wrap/mag/min filters; PMREMGenerator in Extras for environment map prefiltering. Use when configuring GPU texture objects and PMREM; for Draco/KTX2 transcoder file paths use threejs-loaders; for material map slots use threejs-materials; for output color pipeline use threejs-renderers.
threejs-scenes
three.js Scene graph root object, linear Fog and exponential FogExp2, Scene.background for solid colors or textures, and high-level environment background concepts that tie to PMREM and loaders in other skills. Use when configuring world container, atmospheric fog, or background; for HDR env map file loading use threejs-loaders; for GPU texture settings after load use threejs-textures; for tone mapping use threejs-renderers.
threejs-postprocessing
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules. Use when building composer chains for bloom, SSAO, or other screen-space effects; not for basic renderer tone mapping alone (threejs-renderers).
threejs-objects
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.
threejs-node-tsl
three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic ShaderMaterial GLSL use threejs-materials; for stock EffectComposer passes use threejs-postprocessing; for WebGLRenderer-only tuning use threejs-renderers.
threejs-math
three.js math library: Vector2/3/4, Matrix3/4, Quaternion, Euler, Color, Box2/Box3, Sphere, Plane, Ray, Line3, Triangle, Frustum, Cylindrical/Spherical coords, MathUtils, and Interpolant base classes; addon math utilities such as OBB, Octree, Capsule, ConvexHull, MeshSurfaceSampler. Use for transforms, intersection tests, and spatial queries; for keyframe interpolation tied to AnimationMixer use threejs-animation; for picking implementation use threejs-objects with Raycaster.
threejs-materials
Classic three.js materials (non-Node): MeshStandardMaterial, MeshPhysicalMaterial, Phong/Lambert/Toon/Basic, Line/Points/Sprite materials, MeshMatcapMaterial, MeshNormalMaterial, depth/distance materials, ShaderMaterial and RawShaderMaterial. Use when tuning PBR maps, transparency, depth write, skinning flags, or writing GLSL in ShaderMaterial; for TSL/NodeMaterial/WebGPU shader graphs use threejs-node-tsl instead.
threejs-loaders
three.js asset I/O using LoadingManager, Cache, FileLoader, image and texture loaders, GLTFLoader with DRACOLoader and KTX2Loader, and common format loaders under Addons; symmetric exporters such as GLTFExporter and texture/buffer exporters. Use when loading or exporting models, HDR, LUT, fonts, or compressed textures; for runtime Texture object parameters after load use threejs-textures; for scene graph placement use threejs-objects.
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.
threejs-helpers
Debug and visualization helpers in three.js Core Helpers (AxesHelper, GridHelper, CameraHelper, light helpers, SkeletonHelper, bounding box helpers, PlaneHelper, PolarGridHelper, ArrowHelper) and Addons Helpers (VertexNormalsHelper, VertexTangentsHelper, RectAreaLightHelper, LightProbeHelper, ViewHelper, OctreeHelper, TextureHelper, PositionalAudioHelper, AnimationPathHelper, RapierHelper). Use only for development and editor overlays—not for shipping art; for gizmo-style manipulation use threejs-controls.
threejs-geometries
three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Use when building custom buffer geometries, extruding shapes, or using primitive geometry constructors; for animation morph targets see threejs-animation; for merging buffers see BufferGeometryUtils addon.