threejs-lighting
Helps set up and optimize lighting and shadows in Three.js scenes.
Install
mkdir -p .claude/skills/threejs-lighting && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/3056" && unzip -o skill.zip -d .claude/skills/threejs-lighting && rm skill.zipInstalls to .claude/skills/threejs-lighting
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.Key capabilities
- →Configure ambient and directional lighting
- →Implement shadow mapping with bias and softness
- →Set up environment-based lighting using HDR maps
- →Visualize light positions with helper objects
- →Optimize scene performance by limiting light counts
How it works
It provides code patterns for instantiating various Three.js light classes and configuring their properties like intensity, position, and shadow map settings.
Inputs & outputs
When to use threejs-lighting
- →Add ambient or directional lights
- →Configure shadow maps
- →Optimize scene lighting performance
About this skill
Three.js Lighting
Quick Start
import * as THREE from "three";
// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
Light Types Overview
| Light | Description | Shadow Support | Cost |
|---|---|---|---|
| AmbientLight | Uniform everywhere | No | Very Low |
| HemisphereLight | Sky/ground gradient | No | Very Low |
| DirectionalLight | Parallel rays (sun) | Yes | Low |
| PointLight | Omnidirectional (bulb) | Yes | Medium |
| SpotLight | Cone-shaped | Yes | Medium |
| RectAreaLight | Area light (window) | No* | High |
*RectAreaLight shadows require custom solutions
AmbientLight
Illuminates all objects equally. No direction, no shadows.
// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);
// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;
HemisphereLight
Gradient from sky to ground color. Good for outdoor scenes.
// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);
// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;
DirectionalLight
Parallel light rays. Simulates distant light source (sun).
// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);
// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);
scene.add(dirLight);
DirectionalLight Shadows
dirLight.castShadow = true;
// Shadow map size (higher = sharper, more expensive)
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
// Shadow camera (orthographic)
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;
// Shadow softness
dirLight.shadow.radius = 4; // Blur radius (PCFSoftShadowMap only)
// Shadow bias (fixes shadow acne)
dirLight.shadow.bias = -0.0001;
dirLight.shadow.normalBias = 0.02;
// Helper to visualize shadow camera
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);
PointLight
Emits light in all directions from a point. Like a light bulb.
// PointLight(color, intensity, distance, decay)
const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);
// Properties
pointLight.distance; // Maximum range (0 = infinite)
pointLight.decay; // Light falloff (physically correct = 2)
PointLight Shadows
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;
// Shadow camera (perspective - 6 directions for cube map)
pointLight.shadow.camera.near = 0.5;
pointLight.shadow.camera.far = 50;
pointLight.shadow.bias = -0.005;
SpotLight
Cone-shaped light. Like a flashlight or stage light.
// SpotLight(color, intensity, distance, angle, penumbra, decay)
const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2);
spotLight.position.set(0, 10, 0);
// Target (light points at this)
spotLight.target.position.set(0, 0, 0);
scene.add(spotLight.target);
scene.add(spotLight);
// Properties
spotLight.angle; // Cone angle (radians, max Math.PI/2)
spotLight.penumbra; // Soft edge (0-1)
spotLight.distance; // Range
spotLight.decay; // Falloff
SpotLight Shadows
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
// Shadow camera (perspective)
spotLight.shadow.camera.near = 0.5;
spotLight.shadow.camera.far = 50;
spotLight.shadow.camera.fov = 30;
spotLight.shadow.bias = -0.0001;
// Focus (affects shadow projection)
spotLight.shadow.focus = 1;
RectAreaLight
Rectangular area light. Great for soft, realistic lighting.
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js";
// Must initialize uniforms first
RectAreaLightUniformsLib.init();
// RectAreaLight(color, intensity, width, height)
const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2);
rectLight.position.set(0, 5, 0);
rectLight.lookAt(0, 0, 0);
scene.add(rectLight);
// Helper
const helper = new RectAreaLightHelper(rectLight);
rectLight.add(helper);
// Note: Only works with MeshStandardMaterial and MeshPhysicalMaterial
// Does not cast shadows natively
Shadow Setup
Enable Shadows
// 1. Enable on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Shadow map types:
// THREE.BasicShadowMap - fastest, low quality
// THREE.PCFShadowMap - default, filtered
// THREE.PCFSoftShadowMap - softer edges
// THREE.VSMShadowMap - variance shadow map
// 2. Enable on light
light.castShadow = true;
// 3. Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;
// Ground plane
floor.receiveShadow = true;
floor.castShadow = false; // Usually false for floors
Optimizing Shadows
// Tight shadow camera frustum
const d = 10;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 30;
// Fix shadow acne
dirLight.shadow.bias = -0.0001; // Depth bias
dirLight.shadow.normalBias = 0.02; // Bias along normal
// Shadow map size (balance quality vs performance)
// 512 - low quality
// 1024 - medium quality
// 2048 - high quality
// 4096 - very high quality (expensive)
Contact Shadows (Fake, Fast)
import { ContactShadows } from "three/examples/jsm/objects/ContactShadows.js";
const contactShadows = new ContactShadows({
resolution: 512,
blur: 2,
opacity: 0.5,
scale: 10,
position: [0, 0, 0],
});
scene.add(contactShadows);
Light Helpers
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
// DirectionalLight helper
const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(dirHelper);
// PointLight helper
const pointHelper = new THREE.PointLightHelper(pointLight, 1);
scene.add(pointHelper);
// SpotLight helper
const spotHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotHelper);
// Hemisphere helper
const hemiHelper = new THREE.HemisphereLightHelper(hemiLight, 5);
scene.add(hemiHelper);
// RectAreaLight helper
const rectHelper = new RectAreaLightHelper(rectLight);
rectLight.add(rectHelper);
// Update helpers when light changes
dirHelper.update();
spotHelper.update();
Environment Lighting (IBL)
Image-Based Lighting using HDR environment maps.
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
texture.mapping = THREE.EquirectangularReflectionMapping;
// Set as scene environment (affects all PBR materials)
scene.environment = texture;
// Optional: also use as background
scene.background = texture;
scene.backgroundBlurriness = 0; // 0-1, blur the background
scene.backgroundIntensity = 1;
});
// PMREMGenerator for better reflections
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
rgbeLoader.load("environment.hdr", (texture) => {
const envMap = pmremGenerator.fromEquirectangular(texture).texture;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
});
Cube Texture Environment
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
"px.jpg",
"nx.jpg",
"py.jpg",
"ny.jpg",
"pz.jpg",
"nz.jpg",
]);
scene.environment = envMap;
scene.background = envMap;
Light Probes (Advanced)
Capture lighting from a point in space for ambient lighting.
import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js";
// Generate from cube texture
const lightProbe = new THREE.LightProbe();
scene.add(lightProbe);
lightProbe.copy(LightProbeGenerator.fromCubeTexture(cubeTexture));
// Or from render target
const cubeCamera = new THREE.CubeCamera(
0.1,
100,
new THREE.WebGLCubeRenderTarget(256),
);
cubeCamera.update(renderer, scene);
lightProbe.copy(
LightProbeGenerator.fromCubeRenderTarget(renderer, cubeCamera.renderTarget),
);
Common Lighting Setups
Three-Point Lighting
// Key light (main light)
const keyLight = new THREE.DirectionalLight(0xffffff, 1);
keyLight.position.set(5, 5, 5);
scene.add(keyLight);
// Fill light (softer, opposite side)
const fillLight = new THREE.DirectionalLight(0xffffff, 0.5);
fillLight.position.set(-5, 3, 5);
scene.add(fillLight);
// Back light (rim lighting)
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(0, 5, -5);
scene.add(backLight);
// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.3);
scene.add(ambient);
Outdoor Daylight
// Sun
const sun = new THREE.DirectionalLight(0xffffcc, 1.5);
sun.position.set(50, 100, 50);
sun.castShadow = true;
scene.add(sun);
// Sky ambient
const hemi = new THREE.HemisphereLight(0x8
---
*Content truncated.*
When not to use it
- →Scenes requiring only unlit materials
- →Environments where performance constraints forbid dynamic shadows
Prerequisites
Limitations
- →RectAreaLight does not support native shadows
- →High light counts increase shader complexity
How it compares
It offers a structured reference for specific light types and shadow optimization techniques rather than generic documentation.
Compared to similar skills
threejs-lighting side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| threejs-lighting (this skill) | 1 | 6mo | No flags | Intermediate |
| threejs-skills | 61 | 4mo | No flags | Intermediate |
| 3d-graphics | 33 | 6mo | No flags | Advanced |
| threejs-shaders | 4 | 6mo | No flags | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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