threejs-color-management

threejs-color-management is a skill for Claude Code, Codex from RaNDoM6913/claude-code-superkit. It costs 55 tokens per session (824 once invoked), scanned A, original, MIT.

A guide to managing color in Three.js, a JavaScript library for displaying 3D graphics in the browser.

In plain words
What is it for?
Use it to configure texture color spaces, tone mapping, and display materials for 3D objects, screenshots, and user-interface screens.
Why use it?
It helps explain why rendered colors look too bright, dark, washed out, or otherwise different from the source texture.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/random6913/claude-code-superkit/threejs-color-management
Any agent
npx skills add RaNDoM6913/claude-code-superkit --skill threejs-color-management
Clone the repo
git clone --depth 1 https://github.com/RaNDoM6913/claude-code-superkit

Made for: Claude Code, Codex.

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-color-management

README.md
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Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 824 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00055 $0.00824
Opus 5 $0.00028 $0.00412
Sonnet 5 $0.00011 $0.00165
Haiku 4.5 $0.00006 $0.00082

Measured yesterday against content hash 21f7c92fb492, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

threejs-color-management 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 yesterday.

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.

packages/codex/skills/threejs-color-management/SKILL.md · 98 lines

How it starts

The opening of the file, as written. The whole thing — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js Color Management

Complete guide to the Three.js color pipeline. Use this when colors look wrong in 3D scenes — too bright, too dark, washed out, or distorted.

The Color Pipeline

Texture → Material → Renderer (toneMapping) → Output (outputColorSpace)

Every texture goes through this pipeline. Understanding each stage prevents color issues.

Stage 1: Texture colorSpace

Set on load. Tells Three.js how to interpret the texture data.

Type colorSpace When
Photos, UI screenshots THREE.SRGBColorSpace Colors created for human eyes
Normal maps, roughness THREE.LinearSRGBColorSpace Data textures (not visual)
HDR environment THREE.LinearSRGBColorSpace Already in linear space
const texture = useTexture('/screen.png');
texture.colorSpace = THREE.SRGBColorSpace; // UI screenshot

Stage 2: Material toneMapped

Controls whether the material goes through the renderer's tone mapping.

Scenario toneMapped Why
UI on 3D screen false Preserve exact pixel colors
Realistic objects true (default) HDR → SDR compression needed
Emissive displays false Screens emit, don't reflect
<meshBasicMaterial map={texture} toneMapped={false} />

Stage 3: Renderer toneMapping

Global setting. Compresses HDR values into displayable range.

Value Effect Use when
THREE.ACESFilmicToneMapping Cinematic, saturated Realistic 3D scenes (default)
THREE.NoToneMapping (0) No compression UI textures are primary visual
THREE.ReinhardToneMapping Gentle compression Bright scenes, less contrast
<Canvas gl={{ toneMapping: THREE.NoToneMapping }}>

Stage 4: Output colorSpace

renderer.outputColorSpace = THREE.SRGBColorSpace (default). Rarely change this.

Common Issues & Fixes

Colors too bright / oversaturated

Cause: Tone mapping amplifying already-sRGB colors. Fix: toneMapped={false} on the material, or toneMapping: 0 on Canvas.

Read the full file on GitHub · 98 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. yesterday First seen · 98 lines · 55 tokens per session scan A 21f7c92fb492

Subscribe to this mod's changes

threejs-color-management is a skill published in the GitHub repository RaNDoM6913/claude-code-superkit (2 stars, last pushed 1mo ago), licensed MIT. It adds 55 tokens to every session and 824 once invoked, about $0.0003 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.

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