enzed/r3f-skills

r3f-shaders

Implement custom GLSL or TSL materials in React Three Fiber, including uniforms and vertex deformation.

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npx skills add https://github.com/enzed/r3f-skills --skill r3f-shaders

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React Three Fiber shaders

Select the shader path

Inspect installed Fiber, Drei, Three.js, and renderer versions first. The example uses Fiber 9 / React 19 and WebGL. Preserve an existing project's versions.

  • Use built-in materials when their properties express the effect. For custom WebGL shading, use Drei shaderMaterial or a native <shaderMaterial>.
  • WebGPU uses node materials and TSL; GLSL ShaderMaterial and onBeforeCompile are not portable to it. Read WebGPU and TSL only when that renderer is relevant.
  • A shader is not automatically lit, shadowed, fogged, instanced, or skinned. Choose the required features before replacing a built-in material.

Animated WebGL material

Mount beneath Canvas. Keep the material class and extend call outside render; the local component avoids global JSX augmentation.

tsx
import { useRef } from 'react'
import { extend, useFrame } from '@react-three/fiber'
import { shaderMaterial } from '@react-three/drei'
import { Color } from 'three'

const WaveMaterial = shaderMaterial(
  { uTime: 0, uColor: new Color('coral') },
  `uniform float uTime;
   varying vec2 vUv;
   void main() {
     vUv = uv;
     vec3 p = position;
     p.z += sin(p.x * 4.0 + uTime) * 0.15;
     gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
   }`,
  `uniform vec3 uColor;
   varying vec2 vUv;
   void main() {
     gl_FragColor = vec4(uColor * (0.4 + 0.6 * vUv.y), 1.0);
     #include <tonemapping_fragment>
     #include <colorspace_fragment>
   }`,
)
const Wave = extend(WaveMaterial)

export default function Example() {
  const material = useRef<InstanceType<typeof WaveMaterial>>(null)
  useFrame((_, delta) => {
    if (material.current) material.current.uTime += delta
  })
  return (
    <mesh>
      <planeGeometry args={[3, 3, 32, 32]} />
      <Wave ref={material} key={WaveMaterial.key} />
    </mesh>
  )
}

Uniforms and compilation

  • Drei shaderMaterial creates uniform accessors: assign material.uTime. Native ShaderMaterial uses material.uniforms.uTime.value.
  • Keep uniform containers stable; mutate values without setting React state each frame. Do not set material.needsUpdate for a value-only uniform change.
  • Shader source, defines, and feature changes can require recompilation. Use the class's key for hot reload; do not change React keys during animation.
  • extend(Class) is available in Fiber 9. For a lowercase global element, augment ThreeElements with ThreeElement<typeof Class>; removed Object3DNode is not a replacement for material typing.
  • GLSL strings are not checked by TypeScript. Render them and inspect shader compiler errors, including configurations with the actual renderer and effects.
  • Shader source sits inside a JavaScript template literal, so a backtick or ${ anywhere in the GLSL, including in its comments, silently ends the string and breaks the module. Write shader comments without backticks and let the type-checker catch it rather than reading for it.

Space, color, and geometry

  • Keep normals, light directions, and view directions in the same coordinate space. normalMatrix * normal is view space; do not dot it with a world-space camera direction.
  • CSS/hex colors passed through Color are converted to the linear working space. Numeric uniform vectors are already linear; avoid converting them twice.
  • Mark color input textures as SRGBColorSpace; data textures use NoColorSpace. Texture sampling and output conversion must match the material/renderer pipeline.
  • For a WebGL shader writing directly to the canvas, apply tone mapping and output color conversion as in the example. Do not manually gamma-correct and also apply the output chunk. Let a composer own final output when rendering through one.
  • Vertex deformation needs sufficient geometry subdivisions. If lighting is required, update normals consistently. For shadows, match deformation in depth/distance materials; CPU raycasts and bounds do not automatically follow GPU deformation.
  • Native custom instancing shaders must account for instanceMatrix and any per-instance attributes. Skinning and morph targets likewise require their corresponding shader logic.

Patching built-in WebGL materials

Use onBeforeCompile only when retaining a built-in material's lighting is useful. Shader chunk names are version-sensitive: inspect the installed source, and render-test after a Three.js update.

Set the callback before first compilation. When a configuration changes generated GLSL, provide a matching customProgramCacheKey and trigger recompilation; keep animated values in uniforms. Do not assume .clone() or serialization preserves callbacks. Prefer node materials when the task already targets WebGPU.

Sources

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