threejs-lights
Skill9 starsChanged 54 days agoApache-2.0View on GitHub
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.
In this repository21 other files it gives its agents.
- openspec-apply-changeSkill
- openspec-archive-changeSkill
- openspec-exploreSkill
- openspec-proposeSkill
- threejs-animationSkill
- threejs-audioSkill
- threejs-cameraSkill
- threejs-controlsSkill
- threejs-dev-setupSkill
- threejs-geometriesSkill
- threejs-helpersSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-mathSkill
- threejs-node-tslSkill
- threejs-objectsSkill
- threejs-postprocessingSkill
- threejs-renderersSkill
- threejs-scenesSkill
- threejs-texturesSkill
- threejs-webxrSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 32
Probes: place probes; generate data via addon generator when applicable.
- Distinctive: line 66
When answering under this skill, prefer responses that:
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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
LightProbefor irradiance-style probes;IESSpotLightwith IES data
IMPORTANT: lights vs loaders vs node-tsl
| Topic | Skill |
| Light classes and shadows | threejs-lights |
| Loading IES/HDR files | threejs-loaders |
| LightNode / TSL lighting | threejs-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
- Base recipe: ambient/hemisphere fill + directional sun + local points/spots.
- Shadows: enable on renderer, mark casters/receivers, tune map size vs performance, adjust bias to remove acne/peter-panning.
- RectArea: initialize addon libs per docs page before using light type.
- Probes: place probes; generate data via addon generator when applicable; relate to materials env reflections (threejs-materials, threejs-textures).
- IES: load profile via loader skill, attach to
IESSpotLightper docs. - Performance: limit shadow-casting lights; use layers (threejs-objects) to exclude objects.
See examples/workflow-directional-shadow.md.
Doc map (official)
| Docs section | Representative links |
| Lights | https://threejs.org/docs/Light.html |
| Directional | https://threejs.org/docs/DirectionalLight.html |
| Spot | https://threejs.org/docs/SpotLight.html |
| Rect area | https://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.
RectAreaLightwithout 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:
- Link the concrete light type (
DirectionalLight,SpotLight, …) and shadow pages when shadows are on. - Separate IES loading to threejs-loaders and LightNode topics to threejs-node-tsl.
- Give practical shadow map size / bias guidance with threejs-helpers for frustum visualization.
- Mention
renderer.shadowMap.enabledalongside lightcastShadow(see threejs-renderers). - Note performance cost of multiple shadow-casting lights.
References
- https://threejs.org/docs/#Lights
- https://threejs.org/docs/DirectionalLight.html
- https://threejs.org/docs/SpotLight.html
- https://threejs.org/docs/LightShadow.html
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
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