Skills DirectorySkills Directory
SkillsLearnSecurityCategoriesDocsCommunityBlog
Sign InSubmit Skill
Skills Directory

Security-tested agent skills for Claude, coding agents, and AI workflows.

Directory

  • Browse Skills
  • All Skills A–Z
  • Claude Skills
  • Claude Code Skills
  • Agent Skills
  • Categories
  • Submit a Skill

Learn

  • Learn Hub
  • Install Claude Skills
  • Write SKILL.md
  • Skills vs MCP
  • Directories Compared

Security

  • Security
  • Methodology
  • Secure Claude Skills
  • Security Badges

Company

  • About
  • Community
  • Blog
  • API Docs
  • Advertise

2026 Skills Directory. All rights reserved.

Back to skills

Threejs Lighting

ASecurity

Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.

2 stars
0 votes
0 copies
0 views
Added 9/19/2026
designjavascriptrustgojavaangularperformance

Works with

cli

Security Analysis

A100/100

Scanned 9/19/2026

Install to Claude Code

$npx -y skills add ibragimov-oasis/oasis-languages-jp --skill threejs-lighting --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Threejs Lighting?

Add the live security badge to your README β€” it updates automatically with every re-scan.

Security grade badge for Threejs Lighting
[![Security: A β€” Skills Directory](https://www.skillsdirectory.com/api/skills/ibragimov-oasis-threejs-lighting/badge)](https://www.skillsdirectory.com/skills/ibragimov-oasis-threejs-lighting)

More formats (shields.io, HTML) on the badges page.

Download Zip
Files
SKILL.md
---
name: threejs-lighting
description: Three.js lighting - light types, shadows, environment lighting. Use when adding lights, configuring shadows, setting up IBL, or optimizing lighting performance.
risk: unknown
source: community
tags:
  - domain/skills
  - artifact/skill
  - source/skills-antigravity
---

# Three.js Lighting

## Quick Start

```javascript
import * as THREE from "three";

// Basic lighting setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);

const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
scene.add(directionalLight);
```

## Light Types Overview

| Light            | Description            | Shadow Support | Cost     |
| ---------------- | ---------------------- | -------------- | -------- |
| AmbientLight     | Uniform everywhere     | No             | Very Low |
| HemisphereLight  | Sky/ground gradient    | No             | Very Low |
| DirectionalLight | Parallel rays (sun)    | Yes            | Low      |
| PointLight       | Omnidirectional (bulb) | Yes            | Medium   |
| SpotLight        | Cone-shaped            | Yes            | Medium   |
| RectAreaLight    | Area light (window)    | No\*           | High     |

\*RectAreaLight shadows require custom solutions

## AmbientLight

Illuminates all objects equally. No direction, no shadows.

```javascript
// AmbientLight(color, intensity)
const ambient = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambient);

// Modify at runtime
ambient.color.set(0xffffcc);
ambient.intensity = 0.3;
```

## HemisphereLight

Gradient from sky to ground color. Good for outdoor scenes.

```javascript
// HemisphereLight(skyColor, groundColor, intensity)
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
hemi.position.set(0, 50, 0);
scene.add(hemi);

// Properties
hemi.color; // Sky color
hemi.groundColor; // Ground color
hemi.intensity;
```

## DirectionalLight

Parallel light rays. Simulates distant light source (sun).

```javascript
// DirectionalLight(color, intensity)
const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(5, 10, 5);

// Light points at target (default: 0, 0, 0)
dirLight.target.position.set(0, 0, 0);
scene.add(dirLight.target);

scene.add(dirLight);
```

### DirectionalLight Shadows

```javascript
dirLight.castShadow = true;

// Shadow map size (higher = sharper, more expensive)
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;

// Shadow camera (orthographic)
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 50;
dirLight.shadow.camera.left = -10;
dirLight.shadow.camera.right = 10;
dirLight.shadow.camera.top = 10;
dirLight.shadow.camera.bottom = -10;

// Shadow softness
dirLight.shadow.radius = 4; // Blur radius (PCFSoftShadowMap only)

// Shadow bias (fixes shadow acne)
dirLight.shadow.bias = -0.0001;
dirLight.shadow.normalBias = 0.02;

// Helper to visualize shadow camera
const helper = new THREE.CameraHelper(dirLight.shadow.camera);
scene.add(helper);
```

## PointLight

Emits light in all directions from a point. Like a light bulb.

```javascript
// PointLight(color, intensity, distance, decay)
const pointLight = new THREE.PointLight(0xffffff, 1, 100, 2);
pointLight.position.set(0, 5, 0);
scene.add(pointLight);

// Properties
pointLight.distance; // Maximum range (0 = infinite)
pointLight.decay; // Light falloff (physically correct = 2)
```

### PointLight Shadows

```javascript
pointLight.castShadow = true;
pointLight.shadow.mapSize.width = 1024;
pointLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective - 6 directions for cube map)
pointLight.shadow.camera.near = 0.5;
pointLight.shadow.camera.far = 50;

pointLight.shadow.bias = -0.005;
```

## SpotLight

Cone-shaped light. Like a flashlight or stage light.

```javascript
// SpotLight(color, intensity, distance, angle, penumbra, decay)
const spotLight = new THREE.SpotLight(0xffffff, 1, 100, Math.PI / 6, 0.5, 2);
spotLight.position.set(0, 10, 0);

// Target (light points at this)
spotLight.target.position.set(0, 0, 0);
scene.add(spotLight.target);

scene.add(spotLight);

// Properties
spotLight.angle; // Cone angle (radians, max Math.PI/2)
spotLight.penumbra; // Soft edge (0-1)
spotLight.distance; // Range
spotLight.decay; // Falloff
```

### SpotLight Shadows

```javascript
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;

// Shadow camera (perspective)
spotLight.shadow.camera.near = 0.5;
spotLight.shadow.camera.far = 50;
spotLight.shadow.camera.fov = 30;

spotLight.shadow.bias = -0.0001;

// Focus (affects shadow projection)
spotLight.shadow.focus = 1;
```

## RectAreaLight

Rectangular area light. Great for soft, realistic lighting.

```javascript
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";
import { RectAreaLightUniformsLib } from "three/examples/jsm/lights/RectAreaLightUniformsLib.js";

// Must initialize uniforms first (WebGL renderer only)
RectAreaLightUniformsLib.init();

// RectAreaLight(color, intensity, width, height)
const rectLight = new THREE.RectAreaLight(0xffffff, 5, 4, 2);
rectLight.position.set(0, 5, 0);
rectLight.lookAt(0, 0, 0);
scene.add(rectLight);

// Helper
const helper = new RectAreaLightHelper(rectLight);
rectLight.add(helper);

// Works with MeshStandardMaterial, MeshPhysicalMaterial
// r183: Clearcoat on MeshPhysicalMaterial is now properly lit by RectAreaLight
// Does not cast shadows natively
```

## Shadow Setup

### Enable Shadows

```javascript
// 1. Enable on renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;

// Shadow map types:
// THREE.BasicShadowMap - fastest, low quality
// THREE.PCFShadowMap - default, filtered
// THREE.PCFSoftShadowMap - softer edges
// THREE.VSMShadowMap - variance shadow map

// 2. Enable on light
light.castShadow = true;

// 3. Enable on objects
mesh.castShadow = true;
mesh.receiveShadow = true;

// Ground plane
floor.receiveShadow = true;
floor.castShadow = false; // Usually false for floors
```

### Optimizing Shadows

```javascript
// Tight shadow camera frustum
const d = 10;
dirLight.shadow.camera.left = -d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 30;

// Fix shadow acne
dirLight.shadow.bias = -0.0001; // Depth bias
dirLight.shadow.normalBias = 0.02; // Bias along normal

// Shadow map size (balance quality vs performance)
// 512 - low quality
// 1024 - medium quality
// 2048 - high quality
// 4096 - very high quality (expensive)
```

### Contact Shadows (Fake, Fast)

```javascript
import { ContactShadows } from "three/examples/jsm/objects/ContactShadows.js";

const contactShadows = new ContactShadows({
  resolution: 512,
  blur: 2,
  opacity: 0.5,
  scale: 10,
  position: [0, 0, 0],
});
scene.add(contactShadows);
```

## Light Helpers

```javascript
import { RectAreaLightHelper } from "three/examples/jsm/helpers/RectAreaLightHelper.js";

// DirectionalLight helper
const dirHelper = new THREE.DirectionalLightHelper(dirLight, 5);
scene.add(dirHelper);

// PointLight helper
const pointHelper = new THREE.PointLightHelper(pointLight, 1);
scene.add(pointHelper);

// SpotLight helper
const spotHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotHelper);

// Hemisphere helper
const hemiHelper = new THREE.HemisphereLightHelper(hemiLight, 5);
scene.add(hemiHelper);

// RectAreaLight helper
const rectHelper = new RectAreaLightHelper(rectLight);
rectLight.add(rectHelper);

// Update helpers when light changes
dirHelper.update();
spotHelper.update();
```

## Environment Lighting (IBL)

Image-Based Lighting using HDR environment maps.

```javascript
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const rgbeLoader = new RGBELoader();
rgbeLoader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;

  // Set as scene environment (affects all PBR materials)
  scene.environment = texture;

  // Optional: also use as background
  scene.background = texture;
  scene.backgroundBlurriness = 0; // 0-1, blur the background
  scene.backgroundIntensity = 1;
});

// PMREMGenerator for better reflections
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

rgbeLoader.load("environment.hdr", (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;
  scene.environment = envMap;
  texture.dispose();
  pmremGenerator.dispose();
});
```

### Cube Texture Environment

```javascript
const cubeLoader = new THREE.CubeTextureLoader();
const envMap = cubeLoader.load([
  "px.jpg",
  "nx.jpg",
  "py.jpg",
  "ny.jpg",
  "pz.jpg",
  "nz.jpg",
]);

scene.environment = envMap;
scene.background = envMap;
```

## Light Probes (Advanced)

Capture lighting from a point in space for ambient lighting.

```javascript
import { LightProbeGenerator } from "three/examples/jsm/lights/LightProbeGenerator.js";

// Generate from cube texture
const lightProbe = new THREE.LightProbe();
scene.add(lightProbe);

lightProbe.copy(LightProbeGenerator.fromCubeTexture(cubeTexture));

// Or from render target
const cubeCamera = new THREE.CubeCamera(
  0.1,
  100,
  new THREE.WebGLCubeRenderTarget(256),
);
cubeCamera.update(renderer, scene);
lightProbe.copy(
  LightProbeGenerator.fromCubeRenderTarget(renderer, cubeCamera.renderTarget),
);
```

## Common Lighting Setups

### Three-Point Lighting

```javascript
// Key light (main light)
const keyLight = new THREE.DirectionalLight(0xffffff, 1);
keyLight.position.set(5, 5, 5);
scene.add(keyLight);

// Fill light (softer, opposite side)
const fillLight = new THREE.DirectionalLight(0xffffff, 0.5);
fillLight.position.set(-5, 3, 5);
scene.add(fillLight);

// Back light (rim lighting)
const backLight = new THREE.DirectionalLight(0xffffff, 0.3);
backLight.position.set(0, 5, -5);
scene.add(backLight);

// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.3);
scene.add(ambient);
```

### Outdoor Daylight

```javascript
// Sun
const sun = new THREE.DirectionalLight(0xffffcc, 1.5);
sun.position.set(50, 100, 50);
sun.castShadow = true;
scene.add(sun);

// Sky ambient
const hemi = new THREE.HemisphereLight(0x87ceeb, 0x8b4513, 0.6);
scene.add(hemi);
```

### Indoor Studio

```javascript
// Multiple area lights
RectAreaLightUniformsLib.init();

const light1 = new THREE.RectAreaLight(0xffffff, 5, 2, 2);
light1.position.set(3, 3, 3);
light1.lookAt(0, 0, 0);
scene.add(light1);

const light2 = new THREE.RectAreaLight(0xffffff, 3, 2, 2);
light2.position.set(-3, 3, 3);
light2.lookAt(0, 0, 0);
scene.add(light2);

// Ambient fill
const ambient = new THREE.AmbientLight(0x404040, 0.2);
scene.add(ambient);
```

## Light Animation

```javascript
const clock = new THREE.Clock();

function animate() {
  const time = clock.getElapsedTime();

  // Orbit light around scene
  light.position.x = Math.cos(time) * 5;
  light.position.z = Math.sin(time) * 5;

  // Pulsing intensity
  light.intensity = 1 + Math.sin(time * 2) * 0.5;

  // Color cycling
  light.color.setHSL((time * 0.1) % 1, 1, 0.5);

  // Update helpers if using
  lightHelper.update();
}
```

## Performance Tips

1. **Limit light count**: Each light adds shader complexity
2. **Use baked lighting**: For static scenes, bake to textures
3. **Smaller shadow maps**: 512-1024 often sufficient
4. **Tight shadow frustums**: Only cover needed area
5. **Disable unused shadows**: Not all lights need shadows
6. **Use light layers**: Exclude objects from certain lights

```javascript
// Light layers
light.layers.set(1); // Light only affects layer 1
mesh.layers.enable(1); // Mesh is on layer 1
otherMesh.layers.disable(1); // Other mesh not affected

// Selective shadows
mesh.castShadow = true;
mesh.receiveShadow = true;
decorMesh.castShadow = false; // Small objects often don't need to cast
```

## See Also

- `threejs-materials` - Material light response
- `threejs-textures` - Lightmaps and environment maps
- `threejs-postprocessing` - Bloom and other light effects

## πŸ”— Бвязи

- [[MOC - Skills]] β€” Skills library
- [[skills/skills-antigravity]] β€” Category: skills-antigravity

Attribution

ibragimov-oasisibragimov-oasis
View sourceMore from ibragimov-oasis β†’
SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments (0)

No comments yet. Be the first to comment!

SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Related Skills

Responsive Design

Implement modern responsive layouts using container queries, fluid typography, CSS Grid, and mobile-first breakpoint strategies. Use when building adaptive interfaces, implementing fluid layouts, or creating component-level responsive behavior.

393432 votes

Mermaid Diagrams

Creating and refining Mermaid diagrams with live reload. Use when users want flowcharts, sequence diagrams, class diagrams, ER diagrams, state diagrams, or any other Mermaid visualization. Provides best practices for syntax, styling, and the iterative workflow using mermaid_preview and mermaid_save tools.

2032 votes

sleek-design-mobile-apps

Use when the user wants to design a mobile app, create screens, build UI, or interact with their Sleek projects. Covers high-level requests ("design an app that does X") and specific ones ("list my projects", "create a new project", "screenshot that screen").

5711 votes

swiftui-design-skill

SwiftUI frontend visual design skill. Creates beautiful, distinctive iOS/macOS interfaces that avoid generic AI slop patterns. Covers design direction, layout systems, typography, color, spacing, brand integration, and design review. Use when designing new SwiftUI views, reviewing UI quality, creating iOS prototypes, choosing visual styles, improving app aesthetics, or when the UI looks generic or AI-generated.

1801 votes

Ios Hig

Use when designing iOS interfaces, implementing accessibility (VoiceOver, Dynamic Type), handling dark mode, ensuring adequate touch targets, providing animation/haptic feedback, or requesting user permissions. Apple Human Interface Guidelines for iOS compliance.

761 votes
View all in design β†’