Full-stack-skills 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.

install
source · Clone the upstream repo
git clone https://github.com/partme-ai/full-stack-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/partme-ai/full-stack-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-skills/threejs-lights" ~/.claude/skills/partme-ai-full-stack-skills-threejs-lights && rm -rf "$T"
manifest: skills/threejs-skills/threejs-lights/SKILL.md
source content

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

TopicSkill
Light classes and shadowsthreejs-lights
Loading IES/HDR filesthreejs-loaders
LightNode / TSL lightingthreejs-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

// 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.

Doc map (official)

Docs sectionRepresentative links
Lightshttps://threejs.org/docs/Light.html
Directionalhttps://threejs.org/docs/DirectionalLight.html
Spothttps://threejs.org/docs/SpotLight.html
Rect areahttps://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 in three.js 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

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