threejs-materials

threejs-materials is a skill for Claude Code, Codex from chadixearth/graphyloop. It costs 40 tokens per session (3,511 once invoked), scanned A, a copy of threejs-materials, MIT.

A guide to choosing and configuring the surfaces used by Three.js 3D objects. It explains materials for flat colors, matte or shiny surfaces, realistic physically based rendering, cartoon shading, and custom GLSL shaders.

In plain words
What is it for?
Use it to style meshes, set color, roughness, metalness, transparency, textures, lighting response, and custom shader behavior.
Why use it?
It helps you choose the right way to make a mesh look and behave under lighting without guessing between material types.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to style meshes, set color, roughness, metalness, transparency, textures, lighting response, and custom shader behavior.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chadixearth/graphyloop/threejs-materials
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add chadixearth/graphyloop --skill threejs-materials
Clone the repo
git clone --depth 1 https://github.com/chadixearth/graphyloop

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for threejs-materials

README.md
[![agentmods](https://agentmods.dev/badge/skills/chadixearth/graphyloop/threejs-materials/github.svg)](https://agentmods.dev/skills/chadixearth/graphyloop/threejs-materials)
Your own site
<a href="https://agentmods.dev/skills/chadixearth/graphyloop/threejs-materials"><img src="https://agentmods.dev/badge/skills/chadixearth/graphyloop/threejs-materials/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for threejs-materials

Your own site · 80×15
<a href="https://agentmods.dev/skills/chadixearth/graphyloop/threejs-materials"><img src="https://agentmods.dev/badge/skills/chadixearth/graphyloop/threejs-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,511 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00040 $0.03511
Opus 5 $0.00020 $0.01755
Sonnet 5 $0.00008 $0.00702
Haiku 4.5 $0.00004 $0.00351

Measured 5d ago against content hash d5846d1b8254, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

threejs-materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

94% identical to threejs-materials — 3 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/threejs-materials/SKILL.md · 521 lines

How it starts

The opening of the file, as written. The whole thing — 521 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Materials

Quick Start

import * as THREE from "three";

// PBR material (recommended for realistic rendering)
const material = new THREE.MeshStandardMaterial({
  color: 0x00ff00,
  roughness: 0.5,
  metalness: 0.5,
});

const mesh = new THREE.Mesh(geometry, material);

Material Types Overview

Material Use Case Lighting
MeshBasicMaterial Unlit, flat colors, wireframes No
MeshLambertMaterial Matte surfaces, performance Yes (diffuse only)
MeshPhongMaterial Shiny surfaces, specular highlights Yes
MeshStandardMaterial PBR, realistic materials Yes (PBR)
MeshPhysicalMaterial Advanced PBR, clearcoat, transmission Yes (PBR+)
MeshToonMaterial Cel-shaded, cartoon look Yes (toon)
MeshNormalMaterial Debug normals No
MeshDepthMaterial Depth visualization No
ShaderMaterial Custom GLSL shaders Custom
RawShaderMaterial Full shader control Custom

MeshBasicMaterial

No lighting calculations. Fast, always visible.

const material = new THREE.MeshBasicMaterial({
  color: 0xff0000,
  transparent: true,
  opacity: 0.5,
  side: THREE.DoubleSide, // FrontSide, BackSide, DoubleSide
  wireframe: false,
  map: texture, // Color/diffuse texture
  alphaMap: alphaTexture, // Transparency texture
  envMap: envTexture, // Reflection texture
  reflectivity: 1, // Env map intensity
  fog: true, // Affected by scene fog
});

MeshLambertMaterial

Diffuse-only lighting. Fast, no specular highlights.

const material = new THREE.MeshLambertMaterial({
  color: 0x00ff00,
  emissive: 0x111111, // Self-illumination color
  emissiveIntensity: 1,
  map: texture,
  emissiveMap: emissiveTexture,
  envMap: envTexture,
  reflectivity: 0.5,
});

Read the full file on GitHub · 521 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 521 lines · 40 tokens per session scan A d5846d1b8254

Subscribe to this mod's changes

threejs-materials is a skill published in the GitHub repository chadixearth/graphyloop (2 stars, last pushed 23d ago), licensed MIT. It adds 40 tokens to every session and 3,511 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 94% identical to threejs-materials, differing in 3 lines, and is treated as a copy.

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