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 Impertio-Studio/Three.js-Claude-Skill-Package --skill threejs-impl-lightinggit clone --depth 1 https://github.com/Impertio-Studio/Three.js-Claude-Skill-PackageWrote 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/impertio-studio/three.js-claude-skill-package/threejs-impl-lighting)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-lighting"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-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/impertio-studio/three.js-claude-skill-package/threejs-impl-lighting"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-impl-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00127 | $0.02920 |
| Opus 5.5 | $0.00051 | $0.01168 |
| Sonnet 5.5 | $0.00025 | $0.00584 |
| Haiku 4.5 | $0.00013 | $0.00292 |
Grade A, and why
threejs-impl-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 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.
How it starts
The opening of the file, as written. The whole thing — 309 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-impl-lighting
Quick Reference
Light Types at a Glance
| Light | Shadows | Direction | Cost | Intensity Unit (r160+) |
|---|---|---|---|---|
AmbientLight |
NO | None (uniform) | Negligible | Unitless multiplier |
HemisphereLight |
NO | Vertical gradient | Negligible | Unitless multiplier |
DirectionalLight |
YES | Parallel rays | Moderate | Lux |
PointLight |
YES (6-pass!) | Omnidirectional | High | Candela |
SpotLight |
YES | Cone | High | Candela |
RectAreaLight |
NO | Planar emission | Very high | Nits (cd/m2) |
LightProbe |
NO | Spherical harmonics | Low | Unitless multiplier |
Critical Warnings
NEVER use AmbientLight as the sole light source -- it produces flat, dimensionless rendering. ALWAYS combine it with at least one directional or point light.
NEVER forget to add light.target to the scene when repositioning a DirectionalLight or SpotLight target -- the direction vector will NOT update without it.
NEVER use RectAreaLight without calling RectAreaLightUniformsLib.init() first (WebGLRenderer) or RectAreaLightTexturesLib (WebGPURenderer) -- the light will render incorrectly or not at all.
NEVER use more than 1-2 shadow-casting PointLight instances -- each requires 6 shadow map render passes. Use SpotLight with shadows as a cheaper alternative.
ALWAYS call pmremGenerator.dispose() after generating environment maps -- PMREMGenerator allocates significant GPU memory.
ALWAYS set renderer.toneMapping when using physically correct intensity values -- without tone mapping, high lux/candela values produce blown-out white scenes.
Light Class Hierarchy
All lights inherit from Light, which extends Object3D:
Object3D
└── Light (abstract: .color, .intensity, .dispose())
├── AmbientLight — uniform fill
├── HemisphereLight — sky/ground gradient
├── DirectionalLight — parallel rays (sun)
├── PointLight — omnidirectional (bulb)
├── SpotLight — cone (flashlight)
├── RectAreaLight — planar (window/panel)
└── LightProbe — spherical harmonics (IBL)
What ships with it
4 files 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.
- 1mo ago First seen · 309 lines · 127 tokens per session scan A e3e2d3b70e2f
threejs-impl-lighting is a skill published in the GitHub repository Impertio-Studio/Three.js-Claude-Skill-Package (23 stars, last pushed 3mo ago), licensed MIT. It adds 127 tokens to every session and 2,920 once invoked, about $0.0005 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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