Skip to main content

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—not both for the same authoring path unless migrating.

الانتقال إلى التثبيت

معلومات المصدر

المستودع
full-stack-skills/threejs-skills
آخر نشاط في المصدر
١٥ سبتمبر ٢٠٢٦ في ١٠:٢٤
لغة SKILL.md المكتشفة
الإنجليزية
النجوم
٥
التفرعات
٢

خيارات التثبيت

يُحدَّد Prompt الذي يراجع المصدر أولًا بشكل افتراضي. يمكنك التبديل إلى أمر مباشر أو تنزيل نسخة محلية.

مراجعة ملفات المصدر

اقرأ SKILL.md وأي ملفات مرافقة يعرضها SkillsMP قبل أن تقرر التثبيت.

مستكشف الملفات
2 ملفات

عرض SKILL.md

SKILL.md
تعليمات المصدر · معاينة للقراءة فقط
name
threejs-materials
license
Apache-2.0
description
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—not both for the same authoring path unless migrating.
## 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** | Need | Skill | |------|--------| | Standard PBR with maps, physical clearcoat/sheen | **threejs-materials** | | TSL nodes, `NodeMaterial`, 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 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**. See [examples/workflow-pbr-transparent.md](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 `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](https://threejs.org/docs/#Materials) section in [three.js docs](https://threejs.org/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 - 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
عرض على GitHub