The Working Approach
Three.js Shaders explains the connection between JavaScript parameters and GPU shading. Uniforms supply shared values, attributes describe geometry, and varyings carry information between shader stages. It distinguishes ShaderMaterial from the more explicit RawShaderMaterial.
Examples include gradients, displacement, rim effects, noise, and dissolve treatments, plus hooks that extend built-in materials. Coordinate spaces, shader chunks, and GLSL versions are consequential details. This is guidance for inspected shader work, not a promise that copied examples are production-tested.
Expected Deliverables
- A shader pair or scoped material extension
- A documented uniform update contract
- Compile checks and diagnostic visualizations
From Brief to Review
- 01Locate the Effect
Decide whether the change belongs to vertices, surface shading, or a screen-space pass.
- 02Select the Material Path
Use a custom shader or preserve built-in shading through a targeted extension.
- 03Debug Data Flow
Check declarations, spaces, inputs, and compile results before tuning the final appearance.