# Threejs Shadow Systems

> Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.

- Skill: `gabrielmoreira/threejs-shadow-systems` (Agent Skill, multi-file: 3 files)
- Install (CLI): `npx skillmds@latest add gabrielmoreira/threejs-shadow-systems`
- Raw SKILL.md: https://api.skillmd.com/api/skills/gabrielmoreira/threejs-shadow-systems/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: gabrielmoreira (https://skillmd.com/u/gabrielmoreira)
- Updated: 2026-09-09
- Page: https://skillmd.com/skills/gabrielmoreira/threejs-shadow-systems

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# Shadow Systems

Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.

## Cached clipmap workflow

1. Define concentric light-space square levels.
2. Snap each level center to its own texel grid.
3. Cross-fade adjacent levels in shader space.
4. Refresh near levels continuously.
5. Cache coarse levels and update them under a frame budget.
6. Invalidate intersecting levels when important casters or streamed terrain change.
7. Scale normal bias by world-space texel width.

Read [references/cached-clipmap-shadows.md](references/cached-clipmap-shadows.md) before implementing a large-world directional light.

Read the
[cached shadow clipmaps](../threejs-procedural-architecture/examples/procedural-financial-tower/shadow-clipmaps.js)
for three light-space square levels, per-level texel snapping, containment
cross-fades, cached coarse updates, scaled bias, and unshadowed outside weight.

## Failure conditions

- projection centers move by fractions of a texel;
- shader containment does not match the map's committed center;
- all cascades refresh every frame without evidence;
- coarse levels freeze moving casters indefinitely;
- depth texture samples occur in divergent fragment control flow;
- the same normal bias is used across radically different texel sizes;
- level boundaries become visible under camera motion.

## Routing boundary

Use this skill for light-space directional shadow maps. Use
`$threejs-screen-space-ambient-occlusion` for view-dependent ambient
visibility; AO is not a replacement for cast shadows.

