threejs-materials

threejs-materials is a skill for Claude Code from datit309/supergraph. It costs 40 tokens per session (3,511 once invoked), scanned A, a copy of threejs-materials, MIT.

A Three.js guide to materials, which define how 3D surfaces look and react to light. It covers ready-made materials such as physically based rendering materials, as well as custom shader materials and material settings.

In plain words
What is it for?
Use it to style meshes, apply textures, create realistic or cartoon surfaces, control transparency and lighting, or build custom materials.
Why use it?
It helps you choose and configure the right surface appearance without building every lighting and shading rule yourself.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the supergraph plugin — 42 skills, 7 agents, 6 hooks shipped together

Good fit Use it to style meshes, apply textures, create realistic or cartoon surfaces, control transparency and lighting, or build custom materials.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/datit309/supergraph/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 datit309/supergraph --skill threejs-materials
Clone the repo
git clone --depth 1 https://github.com/datit309/supergraph

Made for: Claude Code.

Or install supergraph, the plugin that ships this one along with the rest of its 42 skills, 7 agents, 6 hooks.

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/datit309/supergraph/threejs-materials/github.svg)](https://agentmods.dev/skills/datit309/supergraph/threejs-materials)
Your own site
<a href="https://agentmods.dev/skills/datit309/supergraph/threejs-materials"><img src="https://agentmods.dev/badge/skills/datit309/supergraph/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/datit309/supergraph/threejs-materials"><img src="https://agentmods.dev/badge/skills/datit309/supergraph/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 100% 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 5.5 $0.00016 $0.01404
Sonnet 5.5 $0.00008 $0.00702
Haiku 4.5 $0.00004 $0.00351

Measured 1mo ago against content hash d5846d1b8254, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo 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

100% identical to threejs-materials — 0 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.

plugins/supergraph/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. 1mo 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 datit309/supergraph (22 stars, last pushed 2d ago), licensed MIT. It adds 40 tokens to every session and 3,511 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to threejs-materials, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

playwright-cli

Automates browser interactions for testing and validating your own web applications using playwright-cli. Use when you need terminal-first browser control for navigation, form filling, screenshots, tracing, bound browser sessions, debugging, or generating Playwright test code. Only use against applications you own or…

testdino-hq/playwright-skill · 64 tokens

playwright-frontend

For frontend engineers authoring UI — how to make components reliably locatable by tests and AI agents. Covers the official Playwright locator priority, semantic/accessible markup first, and how to add valid, unique, stable data-testid attributes (naming convention, uniqueness in lists, stability rules) for React…

testdino-hq/playwright-skill · 92 tokens

clarify

Lightweight spec clarification scan for jig projects — a six-category ambiguity audit that asks up to five prioritized questions and appends them to the spec's ## Clarifications section. Auto-triggers when you say clarify this spec, audit this spec for ambiguities, is this spec ready for review, find unknowns in this…

ramboz/jig · 153 tokens

explain

Explain jig vocabulary and artifacts in plain language. Three modes: term mode defines one lexicon term; artifact mode walks through a spec or ADR and its linked references; passage mode explains pasted jig output. Output is ephemeral (chat-only). Auto-triggers when you say explain this term, walk me through this…

ramboz/jig · 173 tokens

security-review

Team baseline for security review — a best-effort heuristic security pass over a diff or change-set. Auto-triggers for review this for security, any vulnerabilities here, security pass on this diff, is this code secure, check this for security issues, or security review this. Uses installed scanners when available…

ramboz/jig · 147 tokens

pr-review

Team baseline for PR and code review — produces scope, blockers, nits, and strengths. Auto-triggers when you say review this PR, check this diff, review these changes, pre-review before I share, what do you think of this PR, or review the diff on this branch. Defers to any other installed skill whose description…

ramboz/jig · 183 tokens