threejs-lighting

threejs-lighting is a skill for Claude Code, Codex from CloudAI-X/threejs-skills. It costs 60 tokens per session (5,899 once invoked), scanned A, original, MIT.

A guide to lighting Three.js 3D scenes, including light sources, shadows, and environment lighting. Three.js is a JavaScript library for displaying 3D graphics in a web page.

In plain words
What is it for?
Use it to add lights, configure shadows, set up image-based environment lighting, and improve lighting performance.
Why use it?
It helps make 3D objects visible and correctly shaded while keeping shadow and lighting calculations manageable.

Skill for Claude CodeCodex

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

Good fit Use it to add lights, configure shadows, set up image-based environment lighting, and improve lighting performance.

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Install with agentmods
npx agentmods add skills/cloudai-x/threejs-skills/threejs-lighting
About the project

Three.js Skills is a set of skill files that gives Claude Code current guidance and working examples for Three.js, a JavaScript library used to create 3D scenes and graphics in web applications. It is for developers who want generated code to match the Three.js release they install and avoid outdated APIs. The catalogue entry consists of ten skills covering areas such as scenes, geometry, materials, lighting, and textures.

CloudAI-X/threejs-skills · 3,661 stars · on GitHub · x.com

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 CloudAI-X/threejs-skills --skill threejs-lighting
Clone the repo
git clone --depth 1 https://github.com/CloudAI-X/threejs-skills

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-lighting

README.md
[![agentmods](https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-lighting/github.svg)](https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-lighting)
Your own site
<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-lighting"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-lighting/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-lighting

Your own site · 80×15
<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-lighting"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,899 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. Third-party audits
  • Socket pass 18 Oct 2026
  • Snyk pass 18 Oct 2026
How audits are shown
Origin original No closer match found 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 $0.00060 $0.05899
Opus 5.5 $0.00024 $0.02360
Sonnet 5.5 $0.00012 $0.01180
Haiku 4.5 $0.00006 $0.00590

Measured 2d ago against content hash f12faf79625a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

threejs-lighting 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 2d 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.

skills/threejs-lighting/SKILL.md · 484 lines

How it starts

The opening of the file, as written. The whole thing — 484 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Lighting

Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.

Quick Start

import * as THREE from "three";

const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(4, 3, 8);

// A single directional light: intensity is a plain multiplier, no distance falloff
const dirLight = new THREE.DirectionalLight(0xffffff, 3);
dirLight.position.set(5, 10, 5);
scene.add(dirLight);

const floor = new THREE.Mesh(
  new THREE.PlaneGeometry(20, 20),
  new THREE.MeshStandardMaterial({ color: 0x808080 })
);
floor.rotation.x = -Math.PI / 2;
scene.add(floor);

const mesh = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshStandardMaterial({ color: 0x3a76c4 })
);
scene.add(mesh);

// Shadows need three switches: renderer, light, and the meshes that cast and receive
renderer.shadowMap.enabled = true;
dirLight.castShadow = true;
mesh.castShadow = true;
floor.receiveShadow = true;

function animate() {
  renderer.render(scene, camera);
}

renderer.setAnimationLoop(animate);

Light Types and Units

Light Shadows Intensity Notes
AmbientLight no multiplier Flat fill from every direction
HemisphereLight no multiplier Sky color from above, ground color from below
DirectionalLight yes multiplier Parallel rays (sun); shines at its target
SunLight (addon) yes, cascaded multiplier Shadow frustum fitted to the view automatically
PointLight yes, six faces candela Inverse-square falloff (decay 2)
SpotLight yes candela Cone; inverse-square falloff (decay 2)
RectAreaLight no nits Only MeshStandardMaterial and MeshPhysicalMaterial
LightProbe no multiplier Spherical-harmonics ambient, usually baked

Read the full file on GitHub · 484 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. 2d ago Changed · +2 lines · +25 tokens per session f12faf79625a
  2. 1mo ago First seen · 482 lines · 35 tokens per session scan A 777875f7d6a7

Subscribe to this mod's changes

threejs-lighting is a skill published in the GitHub repository CloudAI-X/threejs-skills (3,661 stars, last pushed yesterday), licensed MIT. It adds 60 tokens to every session and 5,899 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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