What problem does it solve?
Creating bespoke visual effects in Three.js requires writing and integrating GLSL code, managing uniforms and varyings, and deciding between ShaderMaterial and RawShaderMaterial; this Skill consolidates patterns, best practices, and common effects to shorten the learning curve and reduce iteration time.
Core Features & Use Cases
- ShaderMaterial vs RawShaderMaterial: Guidance on when to use Three.js built-in shader conveniences versus full GLSL control.
- Uniforms, Varyings & Attributes: How to declare, update, and optimize uniforms, pass varyings, and use instanced attributes.
- Common Effects: Patterns and implementations for texture sampling, vertex displacement, fresnel, rim lighting, dissolve, noise-based effects, gradients, and post-processing.
- Extending Built-in Materials: Techniques using onBeforeCompile and shader chunk injection to augment MeshStandardMaterial and other materials.
- Performance & Debugging Tips: Strategies to minimize uniforms, reduce conditionals, and debug shader compilation issues.
Quick Start
Create a Three.js ShaderMaterial that applies a time-based vertex displacement, include a time uniform and a color uniform, and update the time uniform each animation frame.