When to use this skill
ALWAYS use this skill when the user mentions:
NodeMaterial, TSL, imports from three/nodes or WebGPU entry points in docs
- Building materials or post effects from nodes instead of string GLSL
WebGPURenderer, PostProcessing (core class) in a node-centric pipeline
IMPORTANT: node-tsl vs materials vs postprocessing
| Situation | Skill |
|-----------|--------|
| Standard PBR tuning, no nodes | threejs-materials |
| TSL graph, NodeMaterial, WGSL path | threejs-node-tsl |
| Classic EffectComposer + Pass classes | threejs-postprocessing |
| Node post passes listed under Addons TSL in docs | threejs-node-tsl + threejs-postprocessing awareness |
Trigger phrases include:
- "TSL", "NodeMaterial", "three/nodes", "WebGPU", "node builder"
- "节点材质", "着色语言 TSL"
How to use this skill
- Decide path: WebGPU + nodes vs WebGL + classic materials—do not hybridize blindly.
- Anchor docs: start from Nodes index and TSL.html; use NodeMaterial for material entry.
- Progressive disclosure: keep SKILL.md navigational; long symbol lists live in references/official-links.md and references/tsl-vs-classic.md; see examples/workflow-tsl-entry.md for navigation habits.
- Renderer: enable
WebGPURenderer per docs; fall back notes belong in threejs-renderers.
- Debugging: use version-stamped examples in three.js repo; avoid copying deprecated import paths.
- Post stack: if user names
PostProcessing core class vs addon composer, clarify table in threejs-renderers / threejs-postprocessing.
Doc map (official)
| Docs section | Representative links |
|--------------|----------------------|
| Nodes | https://threejs.org/docs/#Nodes |
| TSL | https://threejs.org/docs/TSL.html |
| NodeMaterial | https://threejs.org/docs/NodeMaterial.html |
| WebGPU renderer | https://threejs.org/docs/WebGPURenderer.html |
Scope
- In scope: Nodes/TSL discovery, architecture, renderer pairing, where to look next, migration hints from ShaderMaterial.
- Out of scope: Pasting entire TSL symbol tables into SKILL.md; guaranteeing API stability across rapid releases—always cite "current docs".
Common pitfalls and best practices
- Three.js node APIs evolve quickly—tie answers to a version or "current docs".
- Do not confuse core
PostProcessing class with addons EffectComposer—names collide in conversation.
- WGSL vs GLSL expectations differ; TSL abstracts but limits still apply.
- Keep graphs modular; use references for lookup instead of bloating agent context.
Documentation and version
The Nodes index and TSL page are large and fast-moving. Treat https://threejs.org/docs/ as the source of truth for the user’s installed three.js; prefer linking NodeMaterial and WebGPURenderer over paraphrasing long symbol lists.
Agent response checklist
When answering under this skill, prefer responses that:
- Anchor on TSL.html and/or
#Nodes rather than inventing API names.
- Contrast threejs-materials (classic) vs node/TSL path explicitly.
- Warn that WebGPU + nodes examples may require recent minors—cite version when known.
- Point to references/tsl-vs-classic.md and references/official-links.md for long lookups.
- Disambiguate core
PostProcessing vs addon EffectComposer (threejs-postprocessing).
References
- https://threejs.org/docs/#Nodes
- https://threejs.org/docs/TSL.html
- https://threejs.org/docs/NodeMaterial.html
- https://threejs.org/docs/WebGPURenderer.html
Keywords
English: tsl, node material, nodes, webgpu, wgsl, three.js shading language, node builder, nodematerial
中文: TSL、节点材质、WebGPU、着色语言、NodeMaterial、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。