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
LightProbe for irradiance-style probes; IESSpotLight with 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
IESSpotLight per docs.
- Performance: limit shadow-casting lights; use layers (threejs-objects) to exclude objects.
See examples/workflow-directional-shadow.md.
Doc map (official)
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.
RectAreaLight without 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.enabled alongside light castShadow (see threejs-renderers).
- Note performance cost of multiple shadow-casting lights.
References
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
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。
1---2name: threejs-lights3description: 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.4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- Enabling `castShadow` / `receiveShadow`, shadow map size, bias, normal bias, camera frusta for shadow casters11- Physical lights: intensity, distance/decay, angle/penumbra for spots, rect area setup12- `LightProbe` for irradiance-style probes; `IESSpotLight` with IES data1314**IMPORTANT: lights vs loaders vs node-tsl**1516| Topic | Skill |17|-------|--------|18| Light classes and shadows | **threejs-lights** |19| Loading IES/HDR files | **threejs-loaders** |20| LightNode / TSL lighting | **threejs-node-tsl** |2122**Trigger phrases include:**2324- "DirectionalLight", "SpotLight", "RectAreaLight", "castShadow", "shadow map"25- "阴影", "点光源", "面光源", "LightProbe"2627## How to use this skill28291. **Base recipe**: ambient/hemisphere fill + directional sun + local points/spots.302. **Shadows**: enable on renderer, mark casters/receivers, tune map size vs performance, adjust bias to remove acne/peter-panning.313. **RectArea**: initialize addon libs per docs page before using light type.324. **Probes**: place probes; generate data via addon generator when applicable; relate to materials env reflections (**threejs-materials**, **threejs-textures**).335. **IES**: load profile via loader skill, attach to `IESSpotLight` per docs.346. **Performance**: limit shadow-casting lights; use layers (**threejs-objects**) to exclude objects.3536See [examples/workflow-directional-shadow.md](examples/workflow-directional-shadow.md).3738## Doc map (official)3940| Docs section | Representative links |41|--------------|----------------------|42| Lights | https://threejs.org/docs/Light.html |43| Directional | https://threejs.org/docs/DirectionalLight.html |44| Spot | https://threejs.org/docs/SpotLight.html |45| Rect area | https://threejs.org/docs/RectAreaLight.html |4647## Scope4849- **In scope:** Core lights, shadow maps, probes, listed addons for rect area and probe generation.50- **Out of scope:** CSM deep theory (see addon Csm docs if user names it); baked lightmaps in DCC.5152## Common pitfalls and best practices5354- Shadow map resolution must match scene scale—tiny shadows on huge worlds look blocky.55- Point light shadows are six-face expensive—use wisely.56- `RectAreaLight` without required libs yields black or wrong shading—verify init.57- Mismatched physical units (intensity vs exposure) with **threejs-renderers** tone mapping causes blown or dim scenes.58- Shadow **bias** / **normalBias** trade-offs: acne vs peter-paning—tune with helper frusta (**threejs-helpers**).5960## Documentation and version6162Light and shadow classes live under [Lights](https://threejs.org/docs/#Lights) in [three.js docs](https://threejs.org/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.6364## Agent response checklist6566When answering under this skill, prefer responses that:67681. Link the concrete light type (`DirectionalLight`, `SpotLight`, …) and shadow pages when shadows are on.692. Separate **IES loading** to **threejs-loaders** and **LightNode** topics to **threejs-node-tsl**.703. Give practical shadow map size / bias guidance with **threejs-helpers** for frustum visualization.714. Mention `renderer.shadowMap.enabled` alongside light `castShadow` (see **threejs-renderers**).725. Note performance cost of multiple shadow-casting lights.7374## References7576- https://threejs.org/docs/#Lights77- https://threejs.org/docs/DirectionalLight.html78- https://threejs.org/docs/SpotLight.html79- https://threejs.org/docs/LightShadow.html8081## Keywords8283**English:** lights, shadows, directional, spotlight, rectarea, lightprobe, three.js8485**中文:** 灯光、阴影、平行光、聚光灯、面光源、LightProbe、three.js8687## 能力边界8889### ✅ 适用场景90- 当你需要使用此技能对应的技术栈时91- 当项目需要遵循最佳实践时92- 当需要快速上手或深入理解核心概念时9394### ⚠️ 需要注意95- 复杂业务逻辑需要结合具体场景调整96- 性能优化需要根据实际数据量评估9798### ❌ 不适用场景99- 不相关的技术栈或框架100- 需要完全自定义的特殊场景101102## 常见陷阱 (Gotchas)1031041. **版本兼容性**:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异1052. **配置文件格式**:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查1063. **环境变量**:确保所有必要的环境变量已正确设置,敏感信息不要硬编码1074. **依赖冲突**:多版本共存时注意依赖冲突,使用 lock 文件锁定版本1085. **性能陷阱**:大数据量场景下注意性能优化,避免 N+1 查询等常见问题109110## 使用流程111112### Step 1: 环境准备113确保开发环境已安装必要的依赖和工具。114115### Step 2: 配置初始化116根据项目需求进行基础配置。117118### Step 3: 核心功能使用119按照示例代码实现核心功能。120121### Step 4: 测试验证122运行测试确保功能正常。123124### Step 5: 部署上线125完成开发后进行部署和监控。