threejs-lighting

v2026.09.24

Design and debug Three.js lighting with directional, point, spot, hemisphere, and area lights, shadow maps, image-based lighting, environment maps, light helpers, and performance budgets. Use when lighting a 3D scene, configuring shadows, setting up HDR illumination, matching a visual reference, or fixing dark, flat, or expensive renders. Triggers on: Three.js lighting, directional light, point light, spot light, shadows, shadow map, ambient light, HDR environment, IBL, environment map, light helper.

GitHub
Install command
npx skhub add akillness/threejs-lighting
Markdown
SKILL.md

Three.js Lighting

Use this skill for light selection, shadow behavior, and image-based illumination. Route PBR surface settings to threejs-materials, HDR/environment asset setup to threejs-textures, and screen-space effects to threejs-postprocessing.

When to use this skill

  • Light a scene with physically meaningful direct and ambient/environment contribution
  • Configure directional, point, or spot shadows without uncontrolled quality cost
  • Set up an HDR environment for PBR reflections and diffuse illumination
  • Diagnose black, flat, overexposed, acne-prone, or performance-heavy lighting

Instructions

Step 1: Start from material and exposure reality

  1. Confirm the mesh uses a light-reactive material such as MeshStandardMaterial; an unlit MeshBasicMaterial cannot demonstrate lighting changes.
  2. Establish renderer color/tone settings before compensating with arbitrary light values.
  3. Decide whether the scene needs direct lights, image-based lighting, or both. A single ambient light hides shape; use it sparingly as fill, not as an all-purpose fix.

Step 2: Choose the narrowest light model

Visual requirementDefault
Sun/moon-like directional sourceDirectionalLight
Local bulb or small emitterPointLight
Cone/projector with falloffSpotLight
Soft sky/ground fillHemisphereLight
Large studio panelRectAreaLight
PBR reflection and ambient responseEnvironment map / IBL
const key = new THREE.DirectionalLight(0xffffff, 3);
key.position.set(4, 6, 3);
key.castShadow = true;
scene.add(key);
scene.add(new THREE.HemisphereLight(0xcfe8ff, 0x223344, 1));

Use helpers during setup, then remove or gate them in production views.

Step 3: Make shadows intentional

renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

mesh.castShadow = true;
mesh.receiveShadow = true;
key.shadow.mapSize.set(1024, 1024);
key.shadow.camera.near = 0.5;
key.shadow.camera.far = 30;

Tighten the shadow camera/frustum around real casters and receivers. Increase map size, number of shadow-casting lights, or update frequency only after profiling target hardware. Address acne/peter-panning by checking geometry scale, bias, and normal bias—not by blindly pushing values until artifacts invert.

Step 4: Add image-based lighting when PBR requires it

Load and preprocess an HDR/equirectangular asset through the appropriate loader/PMREM path for the installed Three.js version. Set scene.environment for material response; set scene.background separately when the environment should also be visible.

Step 5: Verify look and budget

  • Compare the material response with shadows off/on, direct light only, and IBL only.
  • Test shadow edges, moving casters, and objects near the light's shadow bounds.
  • Profile on target devices with real scene density before raising quality tiers.
  • Verify teardown disposes feature-owned environment/render resources through the texture-loading owner.

Examples

Small product presentation

Use a key directional/area source, low-intensity fill, and an environment map. Do not simulate every studio bounce with many shadowed point lights; PBR environment lighting is usually more stable and cheaper.

Outdoor scene

Use one directional sun, a sky/ground hemisphere contribution, and a bounded shadow camera that follows the visible play/view area only when required.

Best practices

  1. Light for material response, not only for a bright screenshot.
  2. Keep shadow casters/receivers and the shadow frustum as small as the visual need allows.
  3. Use environment maps for PBR instead of stacking ambient lights.
  4. Tune tone mapping/exposure at the renderer level before distorting every light.
  5. Treat every shadow quality increase as a measured performance tradeoff.

References

Discovery
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Version
Latest version metadata

Version

v2026.09.24

Published

Sep 24, 2026

Category

Uncategorized

License

Not specified

Source path

.agent-skills/threejs-lighting

Default branch

main

Latest commit

f579bfe

Tree SHA

34a09b3