Now liveThe Skillselion MCP - thousands of ranked skills, loaded into your agent mid-task. No install.Get it →
bbeierle12 avatar

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)
At a glance

r3f-materials capabilities & compatibility

Capabilities
r3f geometry · r3f performance
Use cases
frontend · ui design
From the docs

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
SKILL.md
Materials define surface appearance—color, texture, reflectivity, transparency, and custom shader effects.
SKILL.md
Full control via GLSL vertex and fragment shaders:
SKILL.md
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-materials

Add your badge

Show developers this skill is listed on Skillselion. Paste this into your README.

Listed on Skillselion
Installs62
repo stars8
Last updatedAugust 4, 2026
Repositorybbeierle12/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

SKILL.mdMarkdownGitHub ↗

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

MaterialLightingUse CasePerformance
MeshBasicMaterialNoneUI, unlit, debugFastest
MeshStandardMaterialPBRGeneral 3DGood
MeshPhysicalMaterialPBR+Glass, car paintSlower
MeshLambertMaterialDiffuseMatte surfacesFast
MeshPhongMaterialSpecularShiny plasticFast
MeshToonMaterialCel-shadedStylizedGood
MeshNormalMaterialNoneDebug normalsFastest
MeshDepthMaterialNoneDepth passesFastest

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

TechniqueWhen to Use
Share materialsMultiple meshes, same appearance
Use cheaper materialsDistant objects (Basic vs Standard)
Limit texture sizeMobile, large scene
Disable unneeded featuresfog={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 utilities

Reference

  • references/pbr-properties.md — Deep-dive into PBR material properties
  • references/uniform-types.md — All uniform types and GLSL mappings
  • references/shader-templates.md — Common shader effect patterns

Related skills

This week in AI coding

Five minutes, every Monday - the tools, releases and tactics for developers.

unsubscribe anytime.