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Three.js Shadersby CloudAI-X

Three.js Shaders Skill.

Use custom vertex or pixel behavior when material presets cannot express the effect.

  • 3D
  • Three.js
Source Review · Three.js ShadersSKILL.md
Task 3D Produces • A shader pair or scoped material extension • A documented uniform update contract • Compile checks and diagnostic visualizations Before You Start A working Three.js project and renderer; verify source examples against the installed release. Additional controls and loaders depend on the chosen path.
Editorial summary · source reviewed 2026-10-07 · not a generated example

01 What It Does

Three.js Shaders: Author Custom GPU Effects

GLSL material structure, uniforms, varyings, procedural effects, hooks, and debugging.

Source-based workflowNot an execution benchmark

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
See the Example Brief

From Brief to Review

  1. 01
    Locate the Effect

    Decide whether the change belongs to vertices, surface shading, or a screen-space pass.

  2. 02
    Select the Material Path

    Use a custom shader or preserve built-in shading through a targeted extension.

  3. 03
    Debug Data Flow

    Check declarations, spaces, inputs, and compile results before tuning the final appearance.

02 When to Use It

When to Use It

A working Three.js project and renderer; verify source examples against the installed release. Additional controls and loaders depend on the chosen path.

A Good Fit

  • Procedural SurfacesUseful for time-based patterns, gradients, displacement, or dissolve masks.
  • Material ExtensionsA shader hook can modify one stage while retaining existing shading behavior.

Limits to Check

  • Not Version-AgnosticSyntax and Three.js chunks must match the installed configuration.
  • Mesh Detail MattersVertex displacement works with existing vertices rather than creating arbitrary missing detail.

Bring These Inputs

  • Effect ReferenceDescribe the desired visual behavior.
  • Geometry ContextSupply attributes and coordinate-space assumptions.
  • Runtime ControlsList time, progress, colors, and texture parameters.

03 Decisions That Matter

Decisions That Matter

  1. Explicit Parameters

    A uniform contract connects interface controls to GPU output.

  2. Diagnostic Views

    UV, normal, and mask views reveal incorrect inputs before visual polish.

04 Try a Focused Brief

Try a Focused Brief

The example brief below has not been tested. Check the skill’s setup before using it.

Review the Setup

Use the relevant threejs-skills directory as agent guidance. It is not the Three.js runtime and does not install scene assets.

Upstream Source File
https://github.com/CloudAI-X/threejs-skills/blob/b1c623076c661fc9b03dac19292e825a5d106823/skills/threejs-shaders/SKILL.md

A working Three.js project and renderer; verify source examples against the installed release. Additional controls and loaders depend on the chosen path.

Start With One Deliverable

Adapt the scope, source material and constraints in this brief before running the skill.

Example Brief
Use threejs-shaders to prototype a controllable dissolve on this mesh. Explain progress, noise, edge treatment, and depth behavior. Show a diagnostic mask before the final effect and verify shader syntax against our Three.js configuration.

Inspect the Result

Check the actual output against these observable criteria.

  • Compilation reports no unresolved inputs.
  • Diagnostics confirm the intended mask and coordinates.
  • Controls update the effect without unwanted artifacts.

OpenDesign provides a local design workspace for coding agents. This listing does not mean the skill is bundled or that its external tools, credentials and software dependencies are included.

05 Source and License

Source and License

This page describes the pinned source revision linked below. Upstream behavior and requirements can change.

Source Owner
CloudAI-X
License
Not confirmed — review the upstream terms before reuse.
Reviewed Snapshot
2026-10-07 · b1c623076c66
Editorial Source Summary
GLSL material structure, uniforms, varyings, procedural effects, hooks, and debugging.

Original summary by OpenDesign, based on the linked source. Repository stars are a dated popularity signal, not skill usage or a quality score.

06 Questions Before You Start

Questions Before You Start

What differs in RawShaderMaterial?

The source describes explicit declarations instead of relying on injected shader setup.

Can an existing material be extended?

Yes, through documented shader-hook patterns that need release-specific checks.

Is this post-processing?

It primarily covers mesh shading; full-screen effects belong to the related post-processing topic.

OpenDesign

Make Room for the Next Design Iteration.

Keep your brief, source material and design work together in a local workspace. Check the skill’s own setup before adding it to your workflow.

Upstream Source File
https://github.com/CloudAI-X/threejs-skills/blob/b1c623076c661fc9b03dac19292e825a5d106823/skills/threejs-shaders/SKILL.md