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 gamedev-skills/awesome-gamedev-agent-skills --skill threejs-materials-lightinggit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-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/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/threejs-materials-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector 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 | $0.00121 | $0.01858 |
| Opus 5 | $0.00060 | $0.00929 |
| Sonnet 5 | $0.00024 | $0.00372 |
| Haiku 4.5 | $0.00012 | $0.00186 |
Grade A, and why
threejs-materials-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 9d 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 — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.
three.js Materials & Lighting
Make three.js surfaces look right: pick the correct material, light the scene, enable shadows, and add image-based lighting. Patterns target r184, verified against r184 (lighting is physically based by default since r155).
When to use
- Use when a mesh renders black or flat, when choosing a material, adding lights, enabling shadows, or setting up environment-map reflections (IBL).
- Use when code constructs
MeshStandardMaterial,DirectionalLight, etc., or setsrenderer.shadowMap.enabledorscene.environment.
When not to use: the renderer/camera/loop → threejs-scene-setup. Loading
models (whose PBR materials this complements) → threejs-gltf-loading. Custom
GLSL/ShaderMaterial is its own topic; for the portable concept see
shader-programming.
Core workflow
- Pick a material by need.
MeshStandardMaterial(PBR:roughness,metalness, reacts to lights/IBL) for realism;MeshPhysicalMaterialfor clearcoat/transmission;MeshBasicMaterial(unlit, ignores lights) for UI/flat;MeshNormalMaterial/MeshDepthMaterialfor debugging. - Add light, or nothing shows. Lit materials need a light source and/or
scene.environment. Combine a soft fill (AmbientLight/HemisphereLight) with a keyDirectionalLight. - Mind light intensity. Since r155, lighting is physically based; modern
intensities are higher than old tutorials (a key
DirectionalLight≈ 1–3). - Enable shadows in three places.
renderer.shadowMap.enabled = true, the light'scastShadow = true, and each mesh'scastShadow/receiveShadow. Then fit the light's shadow camera to the scene. - Use an environment map for grounded reflections. Assign an equirectangular or
PMREM-processed texture to
scene.environment; PBR materials pick it up automatically. - Verify under real lighting — confirm the surface responds to the key light (highlights move), shadows land where expected, and reflections look plausible.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 9d ago First seen · 171 lines · 121 tokens per session scan A 39de0912bb8a
threejs-materials-lighting is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 121 tokens to every session and 1,858 once invoked, about $0.0006 per session on Opus 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 2026-09-03.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.