
R3f Materials
- 62 installs
- 8 repo stars
- Updated August 4, 2026
- bbeierle12/skill-mcp-claude
r3f-materials is a Claude skill for working with Three.js materials in React Three Fiber, covering built-in PBR materials, custom GLSL shaders, and uniform binding.
About
This skill teaches how to define surface appearance in React Three Fiber using Three.js materials, from built-in PBR materials to custom GLSL ShaderMaterial. A developer uses it when choosing between material types, loading textures, or binding and animating shader uniforms. It includes a material comparison table and examples for clearcoat, transmission, toon shading, and rim lighting.
- Covers Three.js built-in materials in R3F (Standard, Physical, Basic, Toon, and more) with a comparison table
- Explains ShaderMaterial with custom GLSL vertex and fragment shaders plus uniform binding
- Includes texture loading and PBR property configuration with code examples
R3f Materials by the numbers
- 62 all-time installs (skills.sh)
- Ranked #1,194 of 2,245 Frontend Development skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
r3f-materials capabilities & compatibility
- Capabilities
- r3f geometry · r3f performance
- Use cases
- frontend · ui design
What r3f-materials says it does
Three.js materials in R3F, built-in materials (Standard, Physical, Basic, etc.), ShaderMaterial with custom GLSL, uniforms binding and animation
Materials define surface appearance—color, texture, reflectivity, transparency, and custom shader effects.
Full control via GLSL vertex and fragment shaders:
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| Installs | 62 |
|---|---|
| repo stars | ★ 8 |
| Last updated | August 4, 2026 |
| Repository | bbeierle12/skill-mcp-claude ↗ |
What it does
Choose and configure Three.js materials and custom shaders in a React Three Fiber scene.
Who is it for?
Configuring materials, textures, and custom shaders in React Three Fiber apps.
By the numbers
- Material comparison table covers 8 built-in Three.js material types
Files
R3F Materials
Materials define surface appearance—color, 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/attributes—full 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/
├── SKILL.md
├── references/
│ ├── pbr-properties.md # PBR material deep-dive
│ ├── uniform-types.md # Complete uniform reference
│ └── shader-templates.md # Common shader patterns
└── scripts/
├── materials/
│ ├── gradient.ts # Gradient shader material
│ ├── fresnel.ts # Fresnel/rim effect
│ └── dissolve.ts # Dissolve effect
└── utils/
└── uniform-helpers.ts # Uniform animation utilitiesReference
references/pbr-properties.md— Deep-dive into PBR material propertiesreferences/uniform-types.md— All uniform types and GLSL mappingsreferences/shader-templates.md— Common shader effect patterns
{
"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.",
"tags": [
"3d",
"r3f",
"react",
"code-generation"
],
"sub_skills": [],
"source": "claude-user",
"type": "template",
"depends_on": [
"r3f-fundamentals"
],
"enhances": [
"r3f-performance"
],
"last_reviewed_at": null,
"review_score": null,
"relevance_tier": null
}
Shader Templates
Common shader patterns for R3F ShaderMaterial.
Starter Template
import { useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
const vertexShader = `
uniform float uTime;
varying vec2 vUv;
varying vec3 vPosition;
varying vec3 vNormal;
void main() {
vUv = uv;
vPosition = position;
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 vPosition;
varying vec3 vNormal;
void main() {
vec3 color = uColor;
gl_FragColor = vec4(color, 1.0);
}
`;
function ShaderMesh() {
const materialRef = useRef<THREE.ShaderMaterial>(null!);
useFrame(({ clock }) => {
materialRef.current.uniforms.uTime.value = clock.elapsedTime;
});
return (
<mesh>
<planeGeometry args={[2, 2, 32, 32]} />
<shaderMaterial
ref={materialRef}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
uniforms={{
uTime: { value: 0 },
uColor: { value: new THREE.Color('#ff6b6b') }
}}
/>
</mesh>
);
}Gradient
// Fragment shader
uniform vec3 uColorA;
uniform vec3 uColorB;
uniform float uAngle;
varying vec2 vUv;
void main() {
// Rotated gradient
vec2 uv = vUv - 0.5;
float angle = uAngle;
uv = vec2(
uv.x * cos(angle) - uv.y * sin(angle),
uv.x * sin(angle) + uv.y * cos(angle)
);
uv += 0.5;
vec3 color = mix(uColorA, uColorB, uv.y);
gl_FragColor = vec4(color, 1.0);
}Fresnel / Rim Light
// Fragment shader
uniform vec3 uFresnelColor;
uniform float uFresnelPower;
varying vec3 vNormal;
void main() {
// View direction (assumes camera at origin in view space)
vec3 viewDir = normalize(cameraPosition - vPosition);
// Fresnel factor
float fresnel = pow(1.0 - dot(viewDir, vNormal), uFresnelPower);
vec3 baseColor = vec3(0.1);
vec3 color = mix(baseColor, uFresnelColor, fresnel);
gl_FragColor = vec4(color, 1.0);
}Wave Displacement
// Vertex shader
uniform float uTime;
uniform float uAmplitude;
uniform float uFrequency;
varying vec2 vUv;
void main() {
vUv = uv;
vec3 pos = position;
// Wave displacement
float wave = sin(pos.x * uFrequency + uTime) *
cos(pos.y * uFrequency + uTime) *
uAmplitude;
pos.z += wave;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}Noise-Based Distortion
// Include noise functions (see noise patterns below)
uniform float uTime;
uniform float uNoiseScale;
uniform float uNoiseStrength;
varying vec2 vUv;
void main() {
vUv = uv;
vec3 pos = position;
// 3D noise displacement
float noise = snoise(vec3(pos.xy * uNoiseScale, uTime * 0.5));
pos.z += noise * uNoiseStrength;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}Dissolve Effect
// Fragment shader
uniform float uProgress; // 0 to 1
uniform float uEdgeWidth;
uniform vec3 uEdgeColor;
uniform sampler2D uNoiseTexture;
varying vec2 vUv;
void main() {
float noise = texture2D(uNoiseTexture, vUv).r;
// Dissolve threshold
float threshold = uProgress;
// Discard dissolved pixels
if (noise < threshold) {
discard;
}
// Edge glow
float edge = smoothstep(threshold, threshold + uEdgeWidth, noise);
vec3 color = mix(uEdgeColor, vec3(1.0), edge);
gl_FragColor = vec4(color, 1.0);
}Holographic
// Fragment shader
uniform float uTime;
uniform vec3 uColor;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
void main() {
// Scanlines
float scanline = sin(vUv.y * 200.0 + uTime * 10.0) * 0.1 + 0.9;
// Fresnel
vec3 viewDir = normalize(cameraPosition - vPosition);
float fresnel = pow(1.0 - abs(dot(viewDir, vNormal)), 2.0);
// Color shift
vec3 color = uColor;
color.r += sin(uTime + vUv.y * 10.0) * 0.1;
color.b += cos(uTime + vUv.y * 10.0) * 0.1;
// Combine
color *= scanline;
color += fresnel * 0.5;
// Alpha based on fresnel
float alpha = 0.5 + fresnel * 0.5;
gl_FragColor = vec4(color, alpha);
}Glitch
// Fragment shader
uniform float uTime;
uniform float uIntensity;
uniform sampler2D uTexture;
varying vec2 vUv;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
void main() {
vec2 uv = vUv;
// Random horizontal offset
float glitchTime = floor(uTime * 20.0);
float glitchRand = random(vec2(glitchTime, 0.0));
if (glitchRand > 0.9) {
float offset = (random(vec2(uv.y, glitchTime)) - 0.5) * uIntensity;
uv.x += offset;
}
// Color channel split
vec4 color;
color.r = texture2D(uTexture, uv + vec2(0.01, 0.0) * uIntensity).b;
color.g = texture2D(uTexture, uv).g;
color.b = texture2D(uTexture, uv - vec2(0.01, 0.0) * uIntensity).b;
color.a = 1.0;
gl_FragColor = color;
}Particle Point Shader
// Vertex shader (for Points)
uniform float uTime;
uniform float uSize;
attribute float aScale;
attribute vec3 aRandomness;
varying vec3 vColor;
void main() {
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
// Add randomness animation
modelPosition.xyz += aRandomness * sin(uTime + position.x);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectedPosition = projectionMatrix * viewPosition;
gl_Position = projectedPosition;
// Size attenuation
gl_PointSize = uSize * aScale;
gl_PointSize *= (1.0 / -viewPosition.z);
// Color based on position
vColor = vec3(position.x, position.y, 1.0) * 0.5 + 0.5;
}
// Fragment shader
varying vec3 vColor;
void main() {
// Circular point
float dist = length(gl_PointCoord - 0.5);
if (dist > 0.5) discard;
// Soft edge
float alpha = 1.0 - smoothstep(0.4, 0.5, dist);
gl_FragColor = vec4(vColor, alpha);
}Common Noise Functions
// Simplex 2D noise
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy));
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
+ i.x + vec3(0.0, i1.x, 1.0));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// 3D simplex noise (abbreviated, full version in references)
float snoise(vec3 v) {
// Implementation...
return 0.0; // Placeholder
}
// FBM (Fractal Brownian Motion)
float fbm(vec2 st, int octaves) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for (int i = 0; i < octaves; i++) {
value += amplitude * snoise(st * frequency);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}Utility Functions
// Remap value from one range to another
float remap(float value, float inMin, float inMax, float outMin, float outMax) {
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}
// Smooth minimum (blend between shapes)
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
// Rotation matrix
mat2 rotate2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
}
// HSV to RGB
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}