When to use this skill
ALWAYS use this skill when the user mentions:
- Enabling
castShadow / receiveShadow, shadow map size, bias, normal bias, camera frusta for shadow casters
- Physical lights: intensity, distance/decay, angle/penumbra for spots, rect area setup
LightProbe for irradiance-style probes; IESSpotLight with IES data
IMPORTANT: lights vs loaders vs node-tsl
| Topic | Skill |
|-------|--------|
| Light classes and shadows | threejs-lights |
| Loading IES/HDR files | threejs-loaders |
| LightNode / TSL lighting | threejs-node-tsl |
Trigger phrases include:
- "DirectionalLight", "SpotLight", "RectAreaLight", "castShadow", "shadow map"
- "阴影", "点光源", "面光源", "LightProbe"
How to use this skill
- Base recipe: ambient/hemisphere fill + directional sun + local points/spots.
- Shadows: enable on renderer, mark casters/receivers, tune map size vs performance, adjust bias to remove acne/peter-panning.
- RectArea: initialize addon libs per docs page before using light type.
- Probes: place probes; generate data via addon generator when applicable; relate to materials env reflections (threejs-materials, threejs-textures).
- IES: load profile via loader skill, attach to
IESSpotLight per docs.
- Performance: limit shadow-casting lights; use layers (threejs-objects) to exclude objects.
See examples/workflow-directional-shadow.md.
Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Lights | https://threejs.org/docs/Light.html |
| Directional | https://threejs.org/docs/DirectionalLight.html |
| Spot | https://threejs.org/docs/SpotLight.html |
| Rect area | https://threejs.org/docs/RectAreaLight.html |
Scope
- In scope: Core lights, shadow maps, probes, listed addons for rect area and probe generation.
- Out of scope: CSM deep theory (see addon Csm docs if user names it); baked lightmaps in DCC.
Common pitfalls and best practices
- Shadow map resolution must match scene scale—tiny shadows on huge worlds look blocky.
- Point light shadows are six-face expensive—use wisely.
RectAreaLight without required libs yields black or wrong shading—verify init.
- Mismatched physical units (intensity vs exposure) with threejs-renderers tone mapping causes blown or dim scenes.
- Shadow bias / normalBias trade-offs: acne vs peter-paning—tune with helper frusta (threejs-helpers).
Documentation and version
Light and shadow classes live under Lights in three.js docs. RectAreaLight and probe addons depend on extra init from Addons → Lights; IES profiles require threejs-loaders for file fetch before the light API is usable.
Agent response checklist
When answering under this skill, prefer responses that:
- Link the concrete light type (
DirectionalLight, SpotLight, …) and shadow pages when shadows are on.
- Separate IES loading to threejs-loaders and LightNode topics to threejs-node-tsl.
- Give practical shadow map size / bias guidance with threejs-helpers for frustum visualization.
- Mention
renderer.shadowMap.enabled alongside light castShadow (see threejs-renderers).
- Note performance cost of multiple shadow-casting lights.
References
- https://threejs.org/docs/#Lights
- https://threejs.org/docs/DirectionalLight.html
- https://threejs.org/docs/SpotLight.html
- https://threejs.org/docs/LightShadow.html
Keywords
English: lights, shadows, directional, spotlight, rectarea, lightprobe, three.js
中文: 灯光、阴影、平行光、聚光灯、面光源、LightProbe、three.js
能力边界
✅ 适用场景
- 当你需要使用此技能对应的技术栈时
- 当项目需要遵循最佳实践时
- 当需要快速上手或深入理解核心概念时
⚠️ 需要注意
- 复杂业务逻辑需要结合具体场景调整
- 性能优化需要根据实际数据量评估
❌ 不适用场景
常见陷阱 (Gotchas)
- 版本兼容性:注意框架版本与依赖库的兼容性,不同版本 API 可能有差异
- 配置文件格式:配置文件格式错误是最常见的问题,建议使用编辑器的语法检查
- 环境变量:确保所有必要的环境变量已正确设置,敏感信息不要硬编码
- 依赖冲突:多版本共存时注意依赖冲突,使用 lock 文件锁定版本
- 性能陷阱:大数据量场景下注意性能优化,避免 N+1 查询等常见问题
使用流程
Step 1: 环境准备
确保开发环境已安装必要的依赖和工具。
Step 2: 配置初始化
根据项目需求进行基础配置。
Step 3: 核心功能使用
按照示例代码实现核心功能。
Step 4: 测试验证
运行测试确保功能正常。
Step 5: 部署上线
完成开发后进行部署和监控。