Full-stack-skills 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.
git clone https://github.com/partme-ai/full-stack-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/partme-ai/full-stack-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/threejs-skills/threejs-materials" ~/.claude/skills/partme-ai-full-stack-skills-threejs-materials && rm -rf "$T"
skills/threejs-skills/threejs-materials/SKILL.mdWhen to use this skill
ALWAYS use this skill when the user mentions:
- Choosing among built-in mesh materials, map slots (albedo, normal, roughness, metalness, ao, emissive),
envMap - Transparency sorting issues,
,alphaTest
, blending modes, side/double-sided renderingdepthWrite
/ShaderMaterial
uniforms, includes, and compatibility with lights pipelineRawShaderMaterial- Line, points, sprite materials for vector overlays and particles
IMPORTANT: classic materials vs node-tsl
| Need | Skill |
|---|---|
| Standard PBR with maps, physical clearcoat/sheen | threejs-materials |
TSL nodes, , WebGPU-first shading, compute-style graph | threejs-node-tsl |
| Migrating ShaderMaterial → TSL | threejs-node-tsl (conceptual), keep ShaderMaterial here until cutover |
Trigger phrases include:
- "MeshStandardMaterial", "MeshPhysicalMaterial", "ShaderMaterial", "transparent", "alphaTest"
- "PBR", "物理材质", "透明", "自定义着色器"
How to use this skill
- Select class by lighting model:
(unlit), Lambert/Phong (legacy lit), Standard/Physical (PBR).MeshBasic - Assign maps and ensure color space correctness for albedo vs data maps (link threejs-textures).
- Environment: set
from cube or equirect; alignenvMap
/metalness
; considerroughness
for transmission/IOR when needed.MeshPhysicalMaterial - Transparency: order objects or use
/alphaTest
trade-offs; mention sorting limitations.depthWrite - ShaderMaterial: minimize re-lit work unless intentional; document required lights and
flag behavior per version docs.lights: true - Performance: share materials across meshes; avoid cloning per frame.
- Skinning/morph: set
/skinning
where applicable—mesh side in threejs-objects.morphTargets
Example: Transparency with alphaTest vs depthWrite
// Option A: alphaTest — hard cutoff, no sorting issues const matA = new THREE.MeshStandardMaterial({ map: texture, alphaMap: alphaTexture, alphaTest: 0.5, transparent: true }); // Option B: depthWrite false — soft transparency, needs manual sorting const matB = new THREE.MeshStandardMaterial({ map: texture, transparent: true, opacity: 0.6, depthWrite: false // prevents depth-fighting but requires back-to-front sorting });
See examples/workflow-pbr-transparent.md.
Doc map (official)
| Docs section | Representative links |
|---|---|
| Materials (core) | https://threejs.org/docs/Material.html |
| PBR | https://threejs.org/docs/MeshStandardMaterial.html |
| Physical | https://threejs.org/docs/MeshPhysicalMaterial.html |
| Custom GLSL | https://threejs.org/docs/ShaderMaterial.html |
Scope
- In scope: Non-Node materials listed under Core Materials in docs (except
).*NodeMaterial - Out of scope: Full Nodes catalog (threejs-node-tsl); post pass materials inside composer (threejs-postprocessing).
Common pitfalls and best practices
- Wrong normal map
or tangent space breaks lighting; verify geometry has tangents or use appropriate mode.normalMapType - Premultiplied alpha vs straight alpha mismatches cause fringe halos on foliage.
MeshPhysicalMaterial
needs thickness and good env—combine with threejs-textures / PMREM.transmission- Too many unique materials hurts sorting and batching—merge where possible.
Documentation and version
PBR and
ShaderMaterial behavior track the Materials section in three.js docs. Color management and default envMap handling changed in modern releases—always pair material answers with renderer/output settings from threejs-renderers when colors look wrong.
Agent response checklist
When answering under this skill, prefer responses that:
- Link
,MeshStandardMaterial
, orMeshPhysicalMaterial
pages as appropriate.ShaderMaterial - Force a clear choice vs threejs-node-tsl when the user asks for “shaders” or “nodes”.
- Separate map roles (albedo vs roughness vs normal) and
expectations with threejs-textures.colorSpace - Call out transparency and
trade-offs for sorted rendering.depthWrite - Note that
types belong to the node skill, not this one.*NodeMaterial
References
- https://threejs.org/docs/#Materials
- https://threejs.org/docs/MeshStandardMaterial.html
- https://threejs.org/docs/MeshPhysicalMaterial.html
- https://threejs.org/docs/ShaderMaterial.html
Keywords
English: meshstandardmaterial, meshphysicalmaterial, shadermaterial, pbr, transparency, envmap, materials, three.js
中文: 材质、PBR、MeshStandardMaterial、物理材质、透明、环境贴图、ShaderMaterial、three.js