Use when you have a written implementation plan to execute in a separate session with review checkpoints
npx skills add Bbeierle12/Skill-MCP-Claude --skill "r3f-materials"
Install specific skill from multi-skill repository
# Description
Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation, and material properties. Use when choosing materials, creating custom shaders, or binding dynamic uniforms.
# SKILL.md
name: r3f-materials
description: Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation, and material properties. Use when choosing materials, creating custom shaders, or binding dynamic uniforms.
R3F Materials
Materials define surface appearanceβcolor, texture, reflectivity, transparency, and custom shader effects.
Quick Start
// Built-in material
<mesh>
<boxGeometry />
<meshStandardMaterial color="hotpink" metalness={0.8} roughness={0.2} />
</mesh>
// Custom shader
<mesh>
<planeGeometry />
<shaderMaterial
uniforms={{ uTime: { value: 0 } }}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
/>
</mesh>
Built-in Materials
Material Comparison
| Material | Lighting | Use Case | Performance |
|---|---|---|---|
MeshBasicMaterial |
None | UI, unlit, debug | Fastest |
MeshStandardMaterial |
PBR | General 3D | Good |
MeshPhysicalMaterial |
PBR+ | Glass, car paint | Slower |
MeshLambertMaterial |
Diffuse | Matte surfaces | Fast |
MeshPhongMaterial |
Specular | Shiny plastic | Fast |
MeshToonMaterial |
Cel-shaded | Stylized | Good |
MeshNormalMaterial |
None | Debug normals | Fastest |
MeshDepthMaterial |
None | Depth passes | Fastest |
MeshBasicMaterial (Unlit)
<meshBasicMaterial
color="#ff0000" // Base color
map={texture} // Color texture
transparent={true} // Enable transparency
opacity={0.5} // Transparency level
alphaMap={alphaTexture} // Transparency texture
side={THREE.DoubleSide} // Render both sides
wireframe={true} // Wireframe mode
fog={false} // Ignore scene fog
/>
MeshStandardMaterial (PBR)
<meshStandardMaterial
// Base
color="#ffffff"
map={colorTexture}
// PBR properties
metalness={0.5} // 0 = dielectric, 1 = metal
metalnessMap={metalMap}
roughness={0.5} // 0 = mirror, 1 = diffuse
roughnessMap={roughMap}
// Normal mapping
normalMap={normalTexture}
normalScale={[1, 1]}
// Ambient occlusion
aoMap={aoTexture}
aoMapIntensity={1}
// Displacement
displacementMap={dispMap}
displacementScale={0.1}
// Emission
emissive="#000000"
emissiveMap={emissiveTexture}
emissiveIntensity={1}
// Environment
envMap={cubeTexture}
envMapIntensity={1}
/>
MeshPhysicalMaterial (Advanced PBR)
<meshPhysicalMaterial
// Inherits all MeshStandardMaterial props, plus:
// Clearcoat (car paint, lacquer)
clearcoat={1}
clearcoatRoughness={0.1}
clearcoatNormalMap={ccNormal}
// Transmission (glass, water)
transmission={0.9} // 0 = opaque, 1 = fully transmissive
thickness={0.5} // Volume thickness
ior={1.5} // Index of refraction
// Sheen (fabric, velvet)
sheen={1}
sheenRoughness={0.5}
sheenColor="#ff00ff"
// Iridescence (soap bubbles, oil slicks)
iridescence={1}
iridescenceIOR={1.3}
iridescenceThicknessRange={[100, 400]}
/>
MeshToonMaterial (Cel-shaded)
<meshToonMaterial
color="#6fa8dc"
gradientMap={gradientTexture} // 3-5 color ramp texture
/>
// Create gradient texture
const gradientTexture = useMemo(() => {
const canvas = document.createElement('canvas');
canvas.width = 4;
canvas.height = 1;
const ctx = canvas.getContext('2d')!;
// 4-step toon shading
ctx.fillStyle = '#444'; ctx.fillRect(0, 0, 1, 1);
ctx.fillStyle = '#888'; ctx.fillRect(1, 0, 1, 1);
ctx.fillStyle = '#bbb'; ctx.fillRect(2, 0, 1, 1);
ctx.fillStyle = '#fff'; ctx.fillRect(3, 0, 1, 1);
const texture = new THREE.CanvasTexture(canvas);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
return texture;
}, []);
Common Properties (All Materials)
<meshStandardMaterial
// Rendering
transparent={false}
opacity={1}
alphaTest={0} // Discard pixels below threshold
alphaToCoverage={false} // MSAA alpha
// Faces
side={THREE.FrontSide} // FrontSide | BackSide | DoubleSide
// Depth
depthTest={true}
depthWrite={true}
// Stencil
stencilWrite={false}
stencilFunc={THREE.AlwaysStencilFunc}
// Blending
blending={THREE.NormalBlending}
// Other
visible={true}
fog={true}
toneMapped={true}
/>
Textures
Loading Textures
import { useTexture } from '@react-three/drei';
function TexturedMesh() {
const [colorMap, normalMap, roughnessMap] = useTexture([
'/textures/color.jpg',
'/textures/normal.jpg',
'/textures/roughness.jpg'
]);
return (
<mesh>
<boxGeometry />
<meshStandardMaterial
map={colorMap}
normalMap={normalMap}
roughnessMap={roughnessMap}
/>
</mesh>
);
}
Texture Settings
import { useTexture } from '@react-three/drei';
import * as THREE from 'three';
const texture = useTexture('/texture.jpg', (tex) => {
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
tex.repeat.set(4, 4);
tex.anisotropy = 16; // Sharper at angles
});
ShaderMaterial
Full control via GLSL vertex and fragment shaders:
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
const vertexShader = `
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = `
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
varying vec3 vNormal;
void main() {
float pulse = sin(uTime * 2.0) * 0.5 + 0.5;
vec3 color = mix(uColor, vec3(1.0), pulse * 0.3);
// Simple rim lighting
float rim = 1.0 - dot(vNormal, vec3(0.0, 0.0, 1.0));
color += rim * 0.5;
gl_FragColor = vec4(color, 1.0);
}
`;
function CustomShaderMesh() {
const materialRef = useRef<THREE.ShaderMaterial>(null!);
useFrame(({ clock }) => {
materialRef.current.uniforms.uTime.value = clock.elapsedTime;
});
return (
<mesh>
<sphereGeometry args={[1, 32, 32]} />
<shaderMaterial
ref={materialRef}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={{
uTime: { value: 0 },
uColor: { value: new THREE.Color('#ff6b6b') }
}}
/>
</mesh>
);
}
Uniforms
Uniform Types
uniforms={{
// Scalars
uFloat: { value: 1.0 },
uInt: { value: 1 },
uBool: { value: true },
// Vectors
uVec2: { value: new THREE.Vector2(1, 2) },
uVec3: { value: new THREE.Vector3(1, 2, 3) },
uVec4: { value: new THREE.Vector4(1, 2, 3, 4) },
uColor: { value: new THREE.Color('#ff0000') },
// Matrices
uMat3: { value: new THREE.Matrix3() },
uMat4: { value: new THREE.Matrix4() },
// Textures
uTexture: { value: texture },
uCubeTexture: { value: cubeTexture },
// Arrays
uFloatArray: { value: [1.0, 2.0, 3.0] },
uVec3Array: { value: [new THREE.Vector3(), new THREE.Vector3()] }
}}
Animating Uniforms
function AnimatedShader() {
const materialRef = useRef<THREE.ShaderMaterial>(null!);
useFrame(({ clock, mouse }) => {
const uniforms = materialRef.current.uniforms;
uniforms.uTime.value = clock.elapsedTime;
uniforms.uMouse.value.set(mouse.x, mouse.y);
uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
});
return (
<shaderMaterial
ref={materialRef}
uniforms={{
uTime: { value: 0 },
uMouse: { value: new THREE.Vector2() },
uResolution: { value: new THREE.Vector2() }
}}
// ...
/>
);
}
Shared Uniforms
// Create shared uniform object
const globalUniforms = useMemo(() => ({
uTime: { value: 0 },
uGlobalColor: { value: new THREE.Color('#00ff00') }
}), []);
// Update in useFrame
useFrame(({ clock }) => {
globalUniforms.uTime.value = clock.elapsedTime;
});
// Use in multiple materials
<mesh>
<boxGeometry />
<shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 1 } }} />
</mesh>
<mesh position={[2, 0, 0]}>
<sphereGeometry />
<shaderMaterial uniforms={{ ...globalUniforms, uLocalProp: { value: 2 } }} />
</mesh>
RawShaderMaterial
No built-in uniforms/attributesβfull control:
<rawShaderMaterial
vertexShader={`
precision highp float;
// Must declare all inputs manually
attribute vec3 position;
attribute vec2 uv;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
precision highp float;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(vUv, 0.0, 1.0);
}
`}
/>
Material Extensions
Extend Existing Materials
import { extend } from '@react-three/fiber';
import { shaderMaterial } from '@react-three/drei';
// Create extended material
const GradientMaterial = shaderMaterial(
// Uniforms
{ uColorA: new THREE.Color('#ff0000'), uColorB: new THREE.Color('#0000ff') },
// Vertex
`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
// Fragment
`
uniform vec3 uColorA;
uniform vec3 uColorB;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(mix(uColorA, uColorB, vUv.y), 1.0);
}
`
);
// Register with R3F
extend({ GradientMaterial });
// Use in JSX
function Gradient() {
return (
<mesh>
<planeGeometry args={[2, 2]} />
<gradientMaterial uColorA="#ff0000" uColorB="#0000ff" />
</mesh>
);
}
Performance Tips
| Technique | When to Use |
|---|---|
| Share materials | Multiple meshes, same appearance |
| Use cheaper materials | Distant objects (Basic vs Standard) |
| Limit texture size | Mobile, large scene |
| Disable unneeded features | fog={false}, toneMapped={false} |
Material Reuse
// Define once
const sharedMaterial = useMemo(() => (
<meshStandardMaterial color="red" roughness={0.5} />
), []);
// Reuse (same GPU program)
{items.map((item, i) => (
<mesh key={i} position={item.pos}>
<boxGeometry />
{sharedMaterial}
</mesh>
))}
File Structure
r3f-materials/
βββ SKILL.md
βββ references/
β βββ pbr-properties.md # PBR material deep-dive
β βββ uniform-types.md # Complete uniform reference
β βββ shader-templates.md # Common shader patterns
βββ scripts/
βββ materials/
β βββ gradient.ts # Gradient shader material
β βββ fresnel.ts # Fresnel/rim effect
β βββ dissolve.ts # Dissolve effect
βββ utils/
βββ uniform-helpers.ts # Uniform animation utilities
Reference
references/pbr-properties.mdβ Deep-dive into PBR material propertiesreferences/uniform-types.mdβ All uniform types and GLSL mappingsreferences/shader-templates.mdβ Common shader effect patterns
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.