r3f-lighting

React Three Fiber lighting - light types, shadows, Environment component, IBL. Use when adding lights, configuring shadows, setting up environment lighting, or optimizing lighting performance.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "r3f-lighting" with this command: npx skills add enzed/r3f-skills/enzed-r3f-skills-r3f-lighting

React Three Fiber Lighting

Quick Start

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 Types Overview

LightDescriptionShadow SupportCost
ambientLightUniform everywhereNoVery Low
hemisphereLightSky/ground gradientNoVery Low
directionalLightParallel rays (sun)YesLow
pointLightOmnidirectional (bulb)YesMedium
spotLightCone-shapedYesMedium
rectAreaLightArea light (window)No*High

ambientLight

Illuminates all objects equally. No direction, no shadows.

<ambientLight
  color="#ffffff"  // or color={new THREE.Color('#ffffff')}
  intensity={0.5}
/>

hemisphereLight

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]}
/>

directionalLight

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]}
      />
    </>
  )
}

pointLight

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}
/>

spotLight

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]} />
}

rectAreaLight

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

Shadow Setup

Enable Shadows on Canvas

<Canvas
  shadows  // or shadows="soft" | "basic" | "percentage" | "variance"
>

Shadow Types

// 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">

Configure Shadow-Casting Objects

// 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>

Shadow Camera Helper

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}
    />
  )
}

Drei Lighting Helpers

Environment

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,
  }}
/>

Lightformer

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>

Sky

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}
/>

Stars

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
/>

Stage

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>

ContactShadows

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} />

AccumulativeShadows

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>

SoftShadows

Enable PCF soft shadows globally.

import { SoftShadows } from '@react-three/drei'

<Canvas shadows>
  <SoftShadows
    size={25}
    samples={10}
    focus={0}
  />
</Canvas>

BakeShadows

Bake shadows for static scenes.

import { BakeShadows } from '@react-three/drei'

<Canvas shadows>
  <BakeShadows />  {/* Bakes shadows once on mount */}
</Canvas>

Common Lighting Setups

Three-Point Lighting

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} />
    </>
  )
}

Outdoor Daylight

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}
      />
    </>
  )
}

Studio Lighting

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}
      />
    </>
  )
}

Animated Lighting

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 />
  )
}

Light Helpers

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} />
    </>
  )
}

Performance Tips

  1. Limit light count: Each light adds shader complexity
  2. Use baked lighting: For static scenes
  3. Smaller shadow maps: 512-1024 often sufficient
  4. Tight shadow frustums: Only cover needed area
  5. Disable unused shadows: Not all lights need shadows
  6. Use Environment: More efficient than many lights
// 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 */}

See Also

  • r3f-materials - Material light response
  • r3f-textures - Environment maps
  • r3f-postprocessing - Bloom and light effects

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

General

r3f-interaction

No summary provided by upstream source.

Repository SourceNeeds Review
1.4K-enzed
General

r3f-fundamentals

No summary provided by upstream source.

Repository SourceNeeds Review
271-enzed
General

r3f-geometry

No summary provided by upstream source.

Repository SourceNeeds Review
248-enzed
General

r3f-shaders

No summary provided by upstream source.

Repository SourceNeeds Review
246-enzed
r3f-lighting | V50.AI