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
- Select class by lighting model:
MeshBasic (unlit), Lambert/Phong (legacy lit), Standard/Physical (PBR).
- Assign maps and ensure color space correctness for albedo vs data maps (link threejs-textures).
- Environment: set
envMap from cube or equirect; align metalness/roughness; consider MeshPhysicalMaterial for transmission/IOR when needed.
- Transparency: order objects or use
alphaTest/depthWrite trade-offs; mention sorting limitations.
- ShaderMaterial: minimize re-lit work unless intentional; document required lights and
lights: true flag behavior per version docs.
- Performance: share materials across meshes; avoid cloning per frame.
- Skinning/morph: set
skinning/morphTargets where applicable—mesh side in threejs-objects.
See examples/workflow-pbr-transparent.md.
Doc map (official)
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 section in three.js 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:
- Link
MeshStandardMaterial, MeshPhysicalMaterial, or ShaderMaterial pages as appropriate.
- Force a clear choice vs threejs-node-tsl when the user asks for “shaders” or “nodes”.
- Separate map roles (albedo vs roughness vs normal) and
colorSpace expectations with threejs-textures.
- Call out transparency and
depthWrite trade-offs for sorted rendering.
- Note that
*NodeMaterial types belong to the node skill, not this one.
References
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
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-materials3description: 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.4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- Choosing among built-in mesh materials, map slots (albedo, normal, roughness, metalness, ao, emissive), `envMap`11- Transparency sorting issues, `alphaTest`, `depthWrite`, blending modes, side/double-sided rendering12- `ShaderMaterial` / `RawShaderMaterial` uniforms, includes, and compatibility with lights pipeline13- Line, points, sprite materials for vector overlays and particles1415**IMPORTANT: classic materials vs node-tsl**1617| Need | Skill |18|------|--------|19| Standard PBR with maps, physical clearcoat/sheen | **threejs-materials** |20| TSL nodes, `NodeMaterial`, WebGPU-first shading, compute-style graph | **threejs-node-tsl** |21| Migrating ShaderMaterial → TSL | **threejs-node-tsl** (conceptual), keep ShaderMaterial here until cutover |2223**Trigger phrases include:**2425- "MeshStandardMaterial", "MeshPhysicalMaterial", "ShaderMaterial", "transparent", "alphaTest"26- "PBR", "物理材质", "透明", "自定义着色器"2728## How to use this skill29301. **Select class** by lighting model: `MeshBasic` (unlit), Lambert/Phong (legacy lit), Standard/Physical (PBR).312. **Assign maps** and ensure **color space** correctness for albedo vs data maps (link threejs-textures).323. **Environment**: set `envMap` from cube or equirect; align `metalness`/`roughness`; consider `MeshPhysicalMaterial` for transmission/IOR when needed.334. **Transparency**: order objects or use `alphaTest`/`depthWrite` trade-offs; mention sorting limitations.345. **ShaderMaterial**: minimize re-lit work unless intentional; document required lights and `lights: true` flag behavior per version docs.356. **Performance**: share materials across meshes; avoid cloning per frame.367. **Skinning/morph**: set `skinning`/`morphTargets` where applicable—mesh side in **threejs-objects**.3738See [examples/workflow-pbr-transparent.md](examples/workflow-pbr-transparent.md).3940## Doc map (official)4142| Docs section | Representative links |43|--------------|----------------------|44| Materials (core) | https://threejs.org/docs/Material.html |45| PBR | https://threejs.org/docs/MeshStandardMaterial.html |46| Physical | https://threejs.org/docs/MeshPhysicalMaterial.html |47| Custom GLSL | https://threejs.org/docs/ShaderMaterial.html |4849## Scope5051- **In scope:** Non-Node materials listed under Core **Materials** in docs (except `*NodeMaterial`).52- **Out of scope:** Full Nodes catalog (threejs-node-tsl); post pass materials inside composer (threejs-postprocessing).5354## Common pitfalls and best practices5556- Wrong normal map `normalMapType` or tangent space breaks lighting; verify geometry has tangents or use appropriate mode.57- Premultiplied alpha vs straight alpha mismatches cause fringe halos on foliage.58- `MeshPhysicalMaterial` `transmission` needs thickness and good env—combine with **threejs-textures** / PMREM.59- Too many unique materials hurts sorting and batching—merge where possible.6061## Documentation and version6263PBR 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.6465## Agent response checklist6667When answering under this skill, prefer responses that:68691. Link `MeshStandardMaterial`, `MeshPhysicalMaterial`, or `ShaderMaterial` pages as appropriate.702. Force a clear choice vs **threejs-node-tsl** when the user asks for “shaders” or “nodes”.713. Separate map **roles** (albedo vs roughness vs normal) and `colorSpace` expectations with **threejs-textures**.724. Call out transparency and `depthWrite` trade-offs for sorted rendering.735. Note that `*NodeMaterial` types belong to the node skill, not this one.7475## References7677- https://threejs.org/docs/#Materials78- https://threejs.org/docs/MeshStandardMaterial.html79- https://threejs.org/docs/MeshPhysicalMaterial.html80- https://threejs.org/docs/ShaderMaterial.html8182## Keywords8384**English:** meshstandardmaterial, meshphysicalmaterial, shadermaterial, pbr, transparency, envmap, materials, three.js8586**中文:** 材质、PBR、MeshStandardMaterial、物理材质、透明、环境贴图、ShaderMaterial、three.js8788## 能力边界8990### ✅ 适用场景91- 当你需要使用此技能对应的技术栈时92- 当项目需要遵循最佳实践时93- 当需要快速上手或深入理解核心概念时9495### ⚠️ 需要注意96- 复杂业务逻辑需要结合具体场景调整97- 性能优化需要根据实际数据量评估9899### ❌ 不适用场景100- 不相关的技术栈或框架101- 需要完全自定义的特殊场景102103## 常见陷阱 (Gotchas)1041051. **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1062. **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1073. **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1084. **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1095. **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110111## 使用流程112113### Step 1: 环境准备114确保开发环境已安装必要的依赖和工具。115116### Step 2: 配置初始化117根据项目需求进行基础配置。118119### Step 3: 核心功能使用120按照示例代码实现核心功能。121122### Step 4: 测试验证123运行测试确保功能正常。124125### Step 5: 部署上线126完成开发后进行部署和监控。