What problem does it solve?
This Skill solves the problem of writing, understanding, and debugging WebGPU-accelerated Three.js shaders without manually authoring low-level WGSL/GLSL strings.
Core Features & Use Cases
- WebGPU renderer setup & integration: Get a Three.js WebGPURenderer working end-to-end so you can render with node-based materials reliably.
- TSL shader authoring for node materials: Create dynamic PBR materials (color, roughness, metalness, emissive, normals) using TSL nodes and node property assignments.
- GPU compute with TSL: Implement compute shader workflows for particle simulation, instanced buffers, uniforms, and common compute patterns like init/update passes.
- Post-processing pipelines: Chain screen-space effects (e.g., bloom/vignette) using TSL render pipelines for visually rich results.
- WGSL integration when needed: Use wgslFn to drop in custom WGSL functions while keeping a TSL-first development flow.
- Error-prone topic coverage: Includes guidance on WebGPU device loss handling and TSL gotchas around property assignment vs JavaScript variable reassignment.
Use this when you are prototyping GPU visuals (animated materials, procedural surfaces), building GPU particle systems, or migrating a shader workflow to TSL for faster iteration.
Quick Start
Use the webgpu-threejs-tsl skill to generate a minimal WebGPU Three.js example that renders an animated MeshStandardNodeMaterial using TSL and a working renderer initialization.