When to use this skill
ALWAYS use this skill when the user mentions:
NodeMaterial, TSL, imports from three/nodes or WebGPU entry points in docs
- Building materials or post effects from nodes instead of string GLSL
WebGPURenderer, PostProcessing (core class) in a node-centric pipeline
IMPORTANT: node-tsl vs materials vs postprocessing
| Situation |
Skill |
| Standard PBR tuning, no nodes |
threejs-materials |
| TSL graph, NodeMaterial, WGSL path |
threejs-node-tsl |
Classic EffectComposer + Pass classes |
threejs-postprocessing |
| Node post passes listed under Addons TSL in docs |
threejs-node-tsl + threejs-postprocessing awareness |
Trigger phrases include:
- "TSL", "NodeMaterial", "three/nodes", "WebGPU", "node builder"
- "节点材质", "着色语言 TSL"
How to use this skill
- Decide path: WebGPU + nodes vs WebGL + classic materials—do not hybridize blindly.
- Anchor docs: start from Nodes index and TSL.html; use NodeMaterial for material entry.
- Progressive disclosure: keep SKILL.md navigational; long symbol lists live in references/official-links.md and references/tsl-vs-classic.md; see examples/workflow-tsl-entry.md for navigation habits.
- Renderer: enable
WebGPURenderer per docs; fall back notes belong in threejs-renderers.
- Debugging: use version-stamped examples in three.js repo; avoid copying deprecated import paths.
- Post stack: if user names
PostProcessing core class vs addon composer, clarify table in threejs-renderers / threejs-postprocessing.
Doc map (official)
Scope
- In scope: Nodes/TSL discovery, architecture, renderer pairing, where to look next, migration hints from ShaderMaterial.
- Out of scope: Pasting entire TSL symbol tables into SKILL.md; guaranteeing API stability across rapid releases—always cite "current docs".
Common pitfalls and best practices
- Three.js node APIs evolve quickly—tie answers to a version or "current docs".
- Do not confuse core
PostProcessing class with addons EffectComposer—names collide in conversation.
- WGSL vs GLSL expectations differ; TSL abstracts but limits still apply.
- Keep graphs modular; use references for lookup instead of bloating agent context.
Documentation and version
The Nodes index and TSL page are large and fast-moving. Treat https://threejs.org/docs/ as the source of truth for the user’s installed three.js; prefer linking NodeMaterial and WebGPURenderer over paraphrasing long symbol lists.
Agent response checklist
When answering under this skill, prefer responses that:
- Anchor on TSL.html and/or
#Nodes rather than inventing API names.
- Contrast threejs-materials (classic) vs node/TSL path explicitly.
- Warn that WebGPU + nodes examples may require recent minors—cite version when known.
- Point to references/tsl-vs-classic.md and references/official-links.md for long lookups.
- Disambiguate core
PostProcessing vs addon EffectComposer (threejs-postprocessing).
References
Keywords
English: tsl, node material, nodes, webgpu, wgsl, three.js shading language, node builder, nodematerial
中文: TSL、节点材质、WebGPU、着色语言、NodeMaterial、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-node-tsl3description: three.js node-based shading: Nodes API surface, NodeMaterial and MeshStandardNodeMaterial-style families, TSL (Three.js Shading Language) entry at TSL.html, WebGPURenderer pairing, and core PostProcessing (class) versus addon EffectComposer at a high level. Use when authoring shaders as graphs, using TSL builtins, compute-oriented nodes, or modern WebGPU pipelines; for classic MeshStandardMaterial, MeshPhysicalMaterial, and string-based ShaderMaterial GLSL use threejs-materials; for stock EffectComposer + Pass passes use threejs-postprocessing; for WebGLRenderer-only tuning without nodes use threejs-renderers.4---56## When to use this skill78**ALWAYS use this skill when the user mentions:**910- `NodeMaterial`, `TSL`, imports from `three/nodes` or WebGPU entry points in docs11- Building materials or post effects from nodes instead of string GLSL12- `WebGPURenderer`, `PostProcessing` (core class) in a node-centric pipeline1314**IMPORTANT: node-tsl vs materials vs postprocessing**1516| Situation | Skill |17|-----------|--------|18| Standard PBR tuning, no nodes | **threejs-materials** |19| TSL graph, NodeMaterial, WGSL path | **threejs-node-tsl** |20| Classic `EffectComposer` + Pass classes | **threejs-postprocessing** |21| Node post passes listed under Addons TSL in docs | **threejs-node-tsl** + **threejs-postprocessing** awareness |2223**Trigger phrases include:**2425- "TSL", "NodeMaterial", "three/nodes", "WebGPU", "node builder"26- "节点材质", "着色语言 TSL"2728## How to use this skill29301. **Decide path**: WebGPU + nodes vs WebGL + classic materials—do not hybridize blindly.312. **Anchor docs**: start from [Nodes index](https://threejs.org/docs/#Nodes) and [TSL.html](https://threejs.org/docs/TSL.html); use [NodeMaterial](https://threejs.org/docs/NodeMaterial.html) for material entry.323. **Progressive disclosure**: keep SKILL.md navigational; long symbol lists live in [references/official-links.md](references/official-links.md) and [references/tsl-vs-classic.md](references/tsl-vs-classic.md); see [examples/workflow-tsl-entry.md](examples/workflow-tsl-entry.md) for navigation habits.334. **Renderer**: enable `WebGPURenderer` per docs; fall back notes belong in **threejs-renderers**.345. **Debugging**: use version-stamped examples in three.js repo; avoid copying deprecated import paths.356. **Post stack**: if user names `PostProcessing` core class vs addon composer, clarify table in **threejs-renderers** / **threejs-postprocessing**.3637## Doc map (official)3839| Docs section | Representative links |40|--------------|----------------------|41| Nodes | https://threejs.org/docs/#Nodes |42| TSL | https://threejs.org/docs/TSL.html |43| NodeMaterial | https://threejs.org/docs/NodeMaterial.html |44| WebGPU renderer | https://threejs.org/docs/WebGPURenderer.html |4546## Scope4748- **In scope:** Nodes/TSL discovery, architecture, renderer pairing, where to look next, migration hints from ShaderMaterial.49- **Out of scope:** Pasting entire TSL symbol tables into SKILL.md; guaranteeing API stability across rapid releases—always cite "current docs".5051## Common pitfalls and best practices5253- Three.js node APIs evolve quickly—tie answers to a **version** or "current docs".54- Do not confuse **core** `PostProcessing` class with **addons** `EffectComposer`—names collide in conversation.55- WGSL vs GLSL expectations differ; TSL abstracts but limits still apply.56- Keep graphs modular; use references for lookup instead of bloating agent context.5758## Documentation and version5960The [Nodes](https://threejs.org/docs/#Nodes) index and [TSL](https://threejs.org/docs/TSL.html) page are large and **fast-moving**. Treat https://threejs.org/docs/ as the source of truth for the user’s installed three.js; prefer linking [NodeMaterial](https://threejs.org/docs/NodeMaterial.html) and [WebGPURenderer](https://threejs.org/docs/WebGPURenderer.html) over paraphrasing long symbol lists.6162## Agent response checklist6364When answering under this skill, prefer responses that:65661. Anchor on [TSL.html](https://threejs.org/docs/TSL.html) and/or `#Nodes` rather than inventing API names.672. Contrast **threejs-materials** (classic) vs node/TSL path explicitly.683. Warn that WebGPU + nodes examples may require recent minors—cite version when known.694. Point to [references/tsl-vs-classic.md](references/tsl-vs-classic.md) and [references/official-links.md](references/official-links.md) for long lookups.705. Disambiguate core `PostProcessing` vs addon `EffectComposer` (**threejs-postprocessing**).7172## References7374- https://threejs.org/docs/#Nodes75- https://threejs.org/docs/TSL.html76- https://threejs.org/docs/NodeMaterial.html77- https://threejs.org/docs/WebGPURenderer.html7879## Keywords8081**English:** tsl, node material, nodes, webgpu, wgsl, three.js shading language, node builder, nodematerial8283**中文:** TSL、节点材质、WebGPU、着色语言、NodeMaterial、three.js8485## 能力边界8687### ✅ 适用场景88- 当你需要使用此技能对应的技术栈时89- 当项目需要遵循最佳实践时90- 当需要快速上手或深入理解核心概念时9192### ⚠️ 需要注意93- 复杂业务逻辑需要结合具体场景调整94- 性能优化需要根据实际数据量评估9596### ❌ 不适用场景97- 不相关的技术栈或框架98- 需要完全自定义的特殊场景99100## 常见陷阱 (Gotchas)1011021. **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1032. **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1043. **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1054. **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1065. **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107108## 使用流程109110### Step 1: 环境准备111确保开发环境已安装必要的依赖和工具。112113### Step 2: 配置初始化114根据项目需求进行基础配置。115116### Step 3: 核心功能使用117按照示例代码实现核心功能。118119### Step 4: 测试验证120运行测试确保功能正常。121122### Step 5: 部署上线123完成开发后进行部署和监控。