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.

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 "$T/skills/threejs-skills/threejs-materials" ~/.claude/skills/partme-ai-full-stack-skills-threejs-materials && rm -rf "$T"
manifest: skills/threejs-skills/threejs-materials/SKILL.md
source content

When 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
    ,
    depthWrite
    , blending modes, side/double-sided rendering
  • ShaderMaterial
    /
    RawShaderMaterial
    uniforms, includes, and compatibility with lights pipeline
  • Line, points, sprite materials for vector overlays and particles

IMPORTANT: classic materials vs node-tsl

NeedSkill
Standard PBR with maps, physical clearcoat/sheenthreejs-materials
TSL nodes,
NodeMaterial
, WebGPU-first shading, compute-style graph
threejs-node-tsl
Migrating ShaderMaterial → TSLthreejs-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

  1. Select class by lighting model:
    MeshBasic
    (unlit), Lambert/Phong (legacy lit), Standard/Physical (PBR).
  2. Assign maps and ensure color space correctness for albedo vs data maps (link threejs-textures).
  3. Environment: set
    envMap
    from cube or equirect; align
    metalness
    /
    roughness
    ; consider
    MeshPhysicalMaterial
    for transmission/IOR when needed.
  4. Transparency: order objects or use
    alphaTest
    /
    depthWrite
    trade-offs; mention sorting limitations.
  5. ShaderMaterial: minimize re-lit work unless intentional; document required lights and
    lights: true
    flag behavior per version docs.
  6. Performance: share materials across meshes; avoid cloning per frame.
  7. Skinning/morph: set
    skinning
    /
    morphTargets
    where applicable—mesh side in threejs-objects.

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 sectionRepresentative links
Materials (core)https://threejs.org/docs/Material.html
PBRhttps://threejs.org/docs/MeshStandardMaterial.html
Physicalhttps://threejs.org/docs/MeshPhysicalMaterial.html
Custom GLSLhttps://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
    normalMapType
    or tangent space breaks lighting; verify geometry has tangents or use appropriate mode.
  • Premultiplied alpha vs straight alpha mismatches cause fringe halos on foliage.
  • MeshPhysicalMaterial
    transmission
    needs thickness and good env—combine with threejs-textures / PMREM.
  • 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:

  1. Link
    MeshStandardMaterial
    ,
    MeshPhysicalMaterial
    , or
    ShaderMaterial
    pages as appropriate.
  2. Force a clear choice vs threejs-node-tsl when the user asks for “shaders” or “nodes”.
  3. Separate map roles (albedo vs roughness vs normal) and
    colorSpace
    expectations with threejs-textures.
  4. Call out transparency and
    depthWrite
    trade-offs for sorted rendering.
  5. Note that
    *NodeMaterial
    types belong to the node skill, not this one.

References

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