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-syntax-materialsgit 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-syntax-materials)<a href="https://agentmods.dev/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-materials"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-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/impertio-studio/three.js-claude-skill-package/threejs-syntax-materials"><img src="https://agentmods.dev/badge/skills/impertio-studio/three.js-claude-skill-package/threejs-syntax-materials.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 | $0.00124 | $0.03725 |
| Opus 5.5 | $0.00050 | $0.01490 |
| Sonnet 5.5 | $0.00025 | $0.00745 |
| Haiku 4.5 | $0.00012 | $0.00373 |
Grade A, and why
threejs-syntax-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.
How it starts
The opening of the file, as written. The whole thing — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.
threejs-syntax-materials
Quick Reference
Material Type Decision Tree
| Use Case | Material | Why |
|---|---|---|
| UI elements, unlit scenes | MeshBasicMaterial |
Cheapest, no light computation |
| Matte diffuse (low-end devices) | MeshLambertMaterial |
Fast diffuse, no specular |
| Legacy specular highlights | MeshPhongMaterial |
Blinn-Phong model, not physically correct |
| General-purpose 3D (recommended) | MeshStandardMaterial |
PBR metalness/roughness, industry standard |
| Glass, car paint, fabric, soap bubbles | MeshPhysicalMaterial |
Advanced PBR (clearcoat, transmission, sheen, iridescence) |
| Cartoon/anime style | MeshToonMaterial |
Discrete cel-shading steps |
| Sculpting previews, no lights | MeshMatcapMaterial |
Matcap texture, zero light setup |
| Debug normals | MeshNormalMaterial |
RGB = surface normal direction |
| Invisible shadow receiver | ShadowMaterial |
Transparent shadow catcher |
| Solid lines | LineBasicMaterial |
Simple colored lines |
| Dashed lines | LineDashedMaterial |
Requires line.computeLineDistances() |
| Particles | PointsMaterial |
Point cloud rendering |
| Billboards | SpriteMaterial |
Always-facing-camera quads |
Base Material Properties (All Materials)
| Property | Type | Default | Description |
|---|---|---|---|
side |
number |
FrontSide |
FrontSide, BackSide, or DoubleSide |
transparent |
boolean |
false |
Enable alpha blending |
opacity |
number |
1 |
Requires transparent: true to take effect below 1 |
depthWrite |
boolean |
true |
Write to depth buffer |
depthTest |
boolean |
true |
Test against depth buffer |
blending |
number |
NormalBlending |
NoBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending |
alphaTest |
number |
0 |
Discard fragments with alpha below this value |
visible |
boolean |
true |
Whether to render this material |
wireframe |
boolean |
false |
Wireframe rendering mode |
fog |
boolean |
true |
Affected by scene fog |
clippingPlanes |
Plane[] |
null |
Array of clipping planes |
clipIntersection |
boolean |
false |
Clip where ALL planes intersect (vs union) |
needsUpdate |
boolean |
false |
Set true to trigger shader recompilation |
toneMapped |
boolean |
true |
Apply renderer tone mapping |
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 · 297 lines · 124 tokens per session scan A b11ca1f7fb03
threejs-syntax-materials 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 124 tokens to every session and 3,725 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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