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 It is for developers who want generated code to match the Three.js release they install and avoid outdated APIs.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.
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.
npx skills add CloudAI-X/threejs-skills --skill threejs-materialsgit clone --depth 1 https://github.com/CloudAI-X/threejs-skillsWrote 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.
[](https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-materials)<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-materials"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/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.
<a href="https://agentmods.dev/skills/cloudai-x/threejs-skills/threejs-materials"><img src="https://agentmods.dev/badge/skills/cloudai-x/threejs-skills/threejs-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00060 | $0.06806 |
| Opus 5.5 | $0.00024 | $0.02722 |
| Sonnet 5.5 | $0.00012 | $0.01361 |
| Haiku 4.5 | $0.00006 | $0.00681 |
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.
How it starts
The opening of the file, as written. The whole thing — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Materials
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(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 3);
// PBR material - the default choice for lit, realistic surfaces
const material = new THREE.MeshStandardMaterial({
color: 0x00aaff,
roughness: 0.35,
metalness: 0.1,
});
const mesh = new THREE.Mesh(new THREE.SphereGeometry(1, 48, 32), material);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x444444, 1)); // lit materials render black without lights
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 3, 3);
scene.add(light);
function animate() {
mesh.rotation.y += 0.01;
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
Material Types Overview
| Material | Use case | Lighting |
|---|---|---|
| MeshBasicMaterial | Unlit color, textures, wireframes | None |
| MeshLambertMaterial | Matte diffuse surfaces | Diffuse |
| MeshPhongMaterial | Shiny plastic, cheap specular | Diffuse + specular |
| MeshStandardMaterial | PBR metal/rough workflow | PBR |
| MeshPhysicalMaterial | PBR plus clearcoat, transmission, sheen, iridescence | PBR |
| MeshToonMaterial | Cel shading | Toon steps |
| MeshMatcapMaterial | Lit look baked into a matcap texture, no lights needed | Baked |
| ShadowMaterial | Transparent surface that shows only the shadows it receives | Shadows only |
| PointsMaterial | Point clouds | None |
| LineBasicMaterial / LineDashedMaterial | Lines | None |
| ShaderMaterial / RawShaderMaterial | Custom GLSL, WebGLRenderer only | Custom |
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.
- 5d ago Changed 7d17cefac801
- 6d ago Changed · -20 lines · +20 tokens per session a6a2615fbaac
- 1mo ago First seen · 521 lines · 40 tokens per session scan A d5846d1b8254
threejs-materials is a skill published in the GitHub repository CloudAI-X/threejs-skills (3,717 stars, last pushed 6d ago), licensed MIT. It adds 60 tokens to every session and 6,806 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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