From enzed-r3f-skills
Covers React Three Fiber lighting: light types, shadows, Environment component, and IBL. Use when adding lights, configuring shadows, setting up environment lighting, or optimizing lighting performance.
How this skill is triggered — by the user, by Claude, or both
Slash command
/enzed-r3f-skills:r3f-lightingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
```tsx
import { Canvas } from '@react-three/fiber'
function Scene() {
return (
<Canvas shadows>
{/* Ambient fill */}
<ambientLight intensity={0.5} />
{/* Main light with shadows */}
<directionalLight
position={[5, 5, 5]}
intensity={1}
castShadow
shadow-mapSize={[2048, 2048]}
/>
{/* Objects */}
<mesh castShadow receiveShadow>
<boxGeometry />
<meshStandardMaterial color="orange" />
</mesh>
{/* Ground */}
<mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.5, 0]}>
<planeGeometry args={[10, 10]} />
<meshStandardMaterial color="#888" />
</mesh>
</Canvas>
)
}
| Light | Description | Shadow Support | Cost |
|---|---|---|---|
| ambientLight | Uniform everywhere | No | Very Low |
| hemisphereLight | Sky/ground gradient | No | Very Low |
| directionalLight | Parallel rays (sun) | Yes | Low |
| pointLight | Omnidirectional (bulb) | Yes | Medium |
| spotLight | Cone-shaped | Yes | Medium |
| rectAreaLight | Area light (window) | No* | High |
Illuminates all objects equally. No direction, no shadows.
<ambientLight
color="#ffffff" // or color={new THREE.Color('#ffffff')}
intensity={0.5}
/>
Gradient from sky to ground. Good for outdoor scenes.
<hemisphereLight
color="#87ceeb" // Sky color
groundColor="#8b4513" // Ground color
intensity={0.6}
position={[0, 50, 0]}
/>
Parallel light rays. Simulates distant light (sun).
<directionalLight
color="#ffffff"
intensity={1}
position={[5, 10, 5]}
// Shadow configuration
castShadow
shadow-mapSize={[2048, 2048]}
shadow-camera-near={0.5}
shadow-camera-far={50}
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
shadow-bias={-0.0001}
shadow-normalBias={0.02}
/>
// With target (light points at target)
function DirectionalWithTarget() {
const lightRef = useRef()
return (
<>
<directionalLight
ref={lightRef}
position={[5, 10, 5]}
target-position={[0, 0, 0]}
/>
</>
)
}
Emits light in all directions. Like a light bulb.
<pointLight
color="#ffffff"
intensity={1}
position={[0, 5, 0]}
distance={100} // Maximum range (0 = infinite)
decay={2} // Light falloff (physically correct = 2)
// Shadows
castShadow
shadow-mapSize={[1024, 1024]}
shadow-camera-near={0.5}
shadow-camera-far={50}
shadow-bias={-0.005}
/>
Cone-shaped light. Like a flashlight.
<spotLight
color="#ffffff"
intensity={1}
position={[0, 10, 0]}
angle={Math.PI / 6} // Cone angle (max Math.PI/2)
penumbra={0.5} // Soft edge (0-1)
distance={100} // Range
decay={2} // Falloff
// Target
target-position={[0, 0, 0]}
// Shadows
castShadow
shadow-mapSize={[1024, 1024]}
shadow-camera-near={0.5}
shadow-camera-far={50}
shadow-camera-fov={30}
shadow-bias={-0.0001}
/>
// SpotLight helper
import { useHelper } from '@react-three/drei'
import { SpotLightHelper } from 'three'
function SpotLightWithHelper() {
const lightRef = useRef()
useHelper(lightRef, SpotLightHelper, 'cyan')
return <spotLight ref={lightRef} position={[0, 5, 0]} />
}
Rectangular area light. Great for soft, realistic lighting.
import { RectAreaLightHelper } from 'three/examples/jsm/helpers/RectAreaLightHelper'
function AreaLight() {
const lightRef = useRef()
return (
<>
<rectAreaLight
ref={lightRef}
color="#ffffff"
intensity={5}
width={4}
height={2}
position={[0, 5, 0]}
rotation={[-Math.PI / 2, 0, 0]} // Point downward
/>
</>
)
}
// Note: RectAreaLight only works with MeshStandardMaterial and MeshPhysicalMaterial
// Does not cast shadows natively
<Canvas
shadows // or shadows="soft" | "basic" | "percentage" | "variance"
>
// Basic shadows (fastest, hard edges)
<Canvas shadows="basic">
// PCF shadows (default, filtered)
<Canvas shadows>
// Soft shadows (PCFSoft, softer edges)
<Canvas shadows="soft">
// VSM shadows (variance shadow map)
<Canvas shadows="variance">
// Light must cast shadows
<directionalLight castShadow />
// Objects must cast and/or receive shadows
<mesh castShadow receiveShadow>
<boxGeometry />
<meshStandardMaterial />
</mesh>
// Ground typically only receives
<mesh receiveShadow>
<planeGeometry args={[100, 100]} />
<meshStandardMaterial />
</mesh>
import { useHelper } from '@react-three/drei'
import { CameraHelper } from 'three'
function LightWithShadowHelper() {
const lightRef = useRef()
// Visualize shadow camera frustum
useHelper(lightRef.current?.shadow.camera, CameraHelper)
return (
<directionalLight
ref={lightRef}
castShadow
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
/>
)
}
HDR environment lighting with presets or custom files.
import { Environment } from '@react-three/drei'
// Preset environments
<Environment
preset="sunset" // apartment, city, dawn, forest, lobby, night, park, studio, sunset, warehouse
background // Also use as background
backgroundBlurriness={0} // Background blur
backgroundIntensity={1} // Background brightness
environmentIntensity={1} // Lighting intensity
/>
// Custom HDR file
<Environment files="/hdri/studio.hdr" />
// Cube map (6 images)
<Environment
files={['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png']}
path="/textures/cube/"
/>
// Ground projection
<Environment
preset="city"
ground={{
height: 15,
radius: 100,
scale: 100,
}}
/>
Create custom light shapes inside Environment.
import { Environment, Lightformer } from '@react-three/drei'
<Environment>
<Lightformer
form="ring" // circle, ring, rect
intensity={2}
color="white"
scale={10}
position={[0, 5, -5]}
target={[0, 0, 0]} // Point at target
/>
<Lightformer
form="rect"
intensity={1}
color="red"
scale={[5, 2]}
position={[-5, 5, 0]}
/>
</Environment>
Procedural sky with sun.
import { Sky } from '@react-three/drei'
<Sky
distance={450000}
sunPosition={[0, 1, 0]} // Or calculate from inclination/azimuth
inclination={0.6} // Sun elevation (0 = horizon, 0.5 = zenith)
azimuth={0.25} // Sun rotation around horizon
turbidity={10} // Haziness
rayleigh={2} // Light scattering
mieCoefficient={0.005}
mieDirectionalG={0.8}
/>
Starfield background.
import { Stars } from '@react-three/drei'
<Stars
radius={100} // Sphere radius
depth={50} // Depth of star distribution
count={5000} // Number of stars
factor={4} // Size factor
saturation={0} // Color saturation
fade // Fade at edges
speed={1} // Twinkle speed
/>
Quick lighting setup for product showcase.
import { Stage } from '@react-three/drei'
<Stage
preset="rembrandt" // rembrandt, portrait, upfront, soft
intensity={1}
shadows="contact" // false, 'contact', 'accumulative', true
environment="city"
adjustCamera={1.2} // Adjust camera to fit content
>
<Model />
</Stage>
Fast fake shadows without shadow mapping.
import { ContactShadows } from '@react-three/drei'
<ContactShadows
position={[0, -0.5, 0]}
opacity={0.5}
scale={10}
blur={1}
far={10}
resolution={256}
color="#000000"
frames={1} // Render once (for static scenes)
/>
// For animated scenes
<ContactShadows frames={Infinity} />
Soft, accumulated shadows.
import { AccumulativeShadows, RandomizedLight } from '@react-three/drei'
<AccumulativeShadows
position={[0, -0.5, 0]}
scale={10}
color="#316d39"
opacity={0.8}
frames={100}
temporal // Smooth accumulation over time
>
<RandomizedLight
amount={8}
radius={4}
ambient={0.5}
intensity={1}
position={[5, 5, -10]}
bias={0.001}
/>
</AccumulativeShadows>
Enable PCF soft shadows globally.
import { SoftShadows } from '@react-three/drei'
<Canvas shadows>
<SoftShadows
size={25}
samples={10}
focus={0}
/>
</Canvas>
Bake shadows for static scenes.
import { BakeShadows } from '@react-three/drei'
<Canvas shadows>
<BakeShadows /> {/* Bakes shadows once on mount */}
</Canvas>
function ThreePointLighting() {
return (
<>
{/* Key light (main) */}
<directionalLight
position={[5, 5, 5]}
intensity={1}
castShadow
/>
{/* Fill light (softer, opposite side) */}
<directionalLight
position={[-5, 3, 5]}
intensity={0.5}
/>
{/* Back light (rim lighting) */}
<directionalLight
position={[0, 5, -5]}
intensity={0.3}
/>
{/* Ambient fill */}
<ambientLight intensity={0.2} />
</>
)
}
import { Sky, Environment } from '@react-three/drei'
function OutdoorLighting() {
return (
<>
<Sky sunPosition={[100, 100, 100]} />
<Environment preset="dawn" />
<directionalLight
position={[50, 100, 50]}
intensity={1.5}
castShadow
shadow-mapSize={[2048, 2048]}
shadow-camera-far={200}
shadow-camera-left={-50}
shadow-camera-right={50}
shadow-camera-top={50}
shadow-camera-bottom={-50}
/>
<hemisphereLight
color="#87ceeb"
groundColor="#8b4513"
intensity={0.5}
/>
</>
)
}
import { Environment, Lightformer, ContactShadows } from '@react-three/drei'
function StudioLighting() {
return (
<>
<Environment resolution={256}>
{/* Key light */}
<Lightformer
form="rect"
intensity={4}
position={[5, 5, -5]}
scale={[10, 5]}
target={[0, 0, 0]}
/>
{/* Fill light */}
<Lightformer
form="rect"
intensity={2}
position={[-5, 5, 5]}
scale={[10, 5]}
/>
{/* Rim light */}
<Lightformer
form="ring"
intensity={1}
position={[0, 5, -10]}
scale={5}
/>
</Environment>
<ContactShadows
position={[0, -0.5, 0]}
opacity={0.5}
blur={2}
/>
</>
)
}
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
function AnimatedLight() {
const lightRef = useRef()
useFrame(({ clock }) => {
const t = clock.elapsedTime
// Orbit around scene
lightRef.current.position.x = Math.cos(t) * 5
lightRef.current.position.z = Math.sin(t) * 5
// Pulsing intensity
lightRef.current.intensity = 1 + Math.sin(t * 2) * 0.5
// Color cycling
lightRef.current.color.setHSL((t * 0.1) % 1, 1, 0.5)
})
return (
<pointLight ref={lightRef} position={[5, 3, 0]} castShadow />
)
}
import { useHelper } from '@react-three/drei'
import {
DirectionalLightHelper,
PointLightHelper,
SpotLightHelper,
HemisphereLightHelper,
} from 'three'
function LightWithHelpers() {
const dirLightRef = useRef()
const pointLightRef = useRef()
const spotLightRef = useRef()
const hemiLightRef = useRef()
useHelper(dirLightRef, DirectionalLightHelper, 5, 'red')
useHelper(pointLightRef, PointLightHelper, 1, 'green')
useHelper(spotLightRef, SpotLightHelper, 'blue')
useHelper(hemiLightRef, HemisphereLightHelper, 5, 'yellow', 'brown')
return (
<>
<directionalLight ref={dirLightRef} position={[5, 5, 5]} />
<pointLight ref={pointLightRef} position={[-5, 5, 0]} />
<spotLight ref={spotLightRef} position={[0, 5, 5]} />
<hemisphereLight ref={hemiLightRef} />
</>
)
}
// Selective shadows
<mesh castShadow={isHero}>
<boxGeometry />
</mesh>
// Only update shadows when needed
<ContactShadows frames={isAnimating ? Infinity : 1} />
// Use layers to exclude objects from lights
<directionalLight layers={1} />
<mesh layers={1}> {/* Affected by light */}
<mesh layers={2}> {/* Not affected */}
r3f-materials - Material light responser3f-textures - Environment mapsr3f-postprocessing - Bloom and light effectsProvides behavioral guidelines to reduce common LLM coding mistakes, focusing on simplicity, surgical changes, assumption surfacing, and verifiable success criteria.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Creates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.
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