r3f-shaders

React Three Fiber shaders - GLSL, shaderMaterial, uniforms, custom effects. Use when creating custom visual effects, modifying vertices, writing fragment shaders, or extending built-in materials.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "r3f-shaders" with this command: npx skills add enzed/r3f-skills/enzed-r3f-skills-r3f-shaders

React Three Fiber Shaders

Quick Start

import { Canvas, useFrame, extend } from '@react-three/fiber'
import { shaderMaterial } from '@react-three/drei'
import { useRef } from 'react'
import * as THREE from 'three'

// Create custom shader material
const ColorShiftMaterial = shaderMaterial(
  // Uniforms
  { time: 0, color: new THREE.Color(0.2, 0.0, 0.1) },
  // Vertex shader
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment shader
  `
    uniform float time;
    uniform vec3 color;
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(vUv.x + sin(time), vUv.y + cos(time), color.b, 1.0);
    }
  `
)

// Extend so it can be used as JSX
extend({ ColorShiftMaterial })

function ShaderMesh() {
  const materialRef = useRef()

  useFrame(({ clock }) => {
    materialRef.current.time = clock.elapsedTime
  })

  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      {/* key={Material.key} enables HMR for shader development */}
      <colorShiftMaterial ref={materialRef} key={ColorShiftMaterial.key} />
    </mesh>
  )
}

export default function App() {
  return (
    <Canvas>
      <ShaderMesh />
    </Canvas>
  )
}

shaderMaterial (Drei)

The recommended way to create shader materials in R3F.

Basic Pattern

import { shaderMaterial } from '@react-three/drei'
import { extend } from '@react-three/fiber'
import * as THREE from 'three'

// 1. Define the material
const MyShaderMaterial = shaderMaterial(
  // Uniforms object
  {
    time: 0,
    color: new THREE.Color(1, 0, 0),
    opacity: 1,
    map: null,
  },
  // Vertex shader (GLSL)
  `
    varying vec2 vUv;
    varying vec3 vPosition;

    void main() {
      vUv = uv;
      vPosition = position;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // Fragment shader (GLSL)
  `
    uniform float time;
    uniform vec3 color;
    uniform float opacity;
    uniform sampler2D map;
    varying vec2 vUv;

    void main() {
      vec4 texColor = texture2D(map, vUv);
      gl_FragColor = vec4(color * texColor.rgb, opacity);
    }
  `
)

// 2. Extend R3F
extend({ MyShaderMaterial })

// 3. Use in component
function MyMesh() {
  const materialRef = useRef()

  useFrame(({ clock }) => {
    materialRef.current.time = clock.elapsedTime
  })

  return (
    <mesh>
      <boxGeometry />
      {/* key prop enables Hot Module Replacement during development */}
      <myShaderMaterial
        ref={materialRef}
        key={MyShaderMaterial.key}
        color="hotpink"
        transparent
        opacity={0.8}
      />
    </mesh>
  )
}

Hot Module Replacement (HMR)

The key prop on shaderMaterial enables live shader editing without page refresh:

const MyMaterial = shaderMaterial(
  { time: 0 },
  vertexShader,
  fragmentShader
)

extend({ MyMaterial })

// MyMaterial.key changes when shader code changes
<myMaterial key={MyMaterial.key} />

When you edit shader code, the material automatically updates. Without key, you'd need to refresh the page to see changes.

TypeScript Support

import { shaderMaterial } from '@react-three/drei'
import { extend, Object3DNode } from '@react-three/fiber'
import * as THREE from 'three'

// Define uniform types
type WaveMaterialUniforms = {
  time: number
  amplitude: number
  color: THREE.Color
}

const WaveMaterial = shaderMaterial(
  {
    time: 0,
    amplitude: 0.5,
    color: new THREE.Color('hotpink'),
  } as WaveMaterialUniforms,
  // vertex shader
  `...`,
  // fragment shader
  `...`
)

// Extend with proper types
extend({ WaveMaterial })

// Declare for TypeScript
declare module '@react-three/fiber' {
  interface ThreeElements {
    waveMaterial: Object3DNode<
      typeof WaveMaterial & THREE.ShaderMaterial,
      typeof WaveMaterial
    >
  }
}

Raw THREE.ShaderMaterial

For full control without Drei helper.

import { useFrame } from '@react-three/fiber'
import { useMemo, useRef } from 'react'
import * as THREE from 'three'

function CustomShaderMesh() {
  const materialRef = useRef()

  const shaderMaterial = useMemo(() => {
    return new THREE.ShaderMaterial({
      uniforms: {
        time: { value: 0 },
        color: { value: new THREE.Color('cyan') },
        resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) },
      },
      vertexShader: `
        varying vec2 vUv;
        void main() {
          vUv = uv;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
        }
      `,
      fragmentShader: `
        uniform float time;
        uniform vec3 color;
        uniform vec2 resolution;
        varying vec2 vUv;

        void main() {
          vec2 st = gl_FragCoord.xy / resolution;
          float pattern = sin(st.x * 20.0 + time) * sin(st.y * 20.0 + time);
          gl_FragColor = vec4(color * pattern, 1.0);
        }
      `,
      side: THREE.DoubleSide,
      transparent: true,
    })
  }, [])

  useFrame(({ clock }) => {
    shaderMaterial.uniforms.time.value = clock.elapsedTime
  })

  return (
    <mesh material={shaderMaterial}>
      <planeGeometry args={[4, 4, 32, 32]} />
    </mesh>
  )
}

Uniforms

Common Uniform Types

const MyMaterial = shaderMaterial(
  {
    // Numbers
    time: 0,
    intensity: 1.5,

    // Vectors
    resolution: new THREE.Vector2(1920, 1080),
    lightPosition: new THREE.Vector3(5, 10, 5),
    bounds: new THREE.Vector4(0, 0, 1, 1),

    // Color (becomes vec3)
    color: new THREE.Color('#ff0000'),

    // Matrices
    customMatrix: new THREE.Matrix4(),

    // Textures
    map: null,        // sampler2D
    cubeMap: null,    // samplerCube

    // Arrays
    positions: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()],
  },
  vertexShader,
  fragmentShader
)

GLSL Declarations

// In shader code
uniform float time;
uniform float intensity;
uniform vec2 resolution;
uniform vec3 lightPosition;
uniform vec3 color;  // THREE.Color becomes vec3
uniform vec4 bounds;
uniform mat4 customMatrix;
uniform sampler2D map;
uniform samplerCube cubeMap;
uniform vec3 positions[3];

Updating Uniforms

function AnimatedShader() {
  const materialRef = useRef()

  useFrame(({ clock, mouse, viewport }) => {
    // Direct value update
    materialRef.current.time = clock.elapsedTime

    // Vector update
    materialRef.current.resolution.set(viewport.width, viewport.height)

    // Color update
    materialRef.current.color.setHSL((clock.elapsedTime * 0.1) % 1, 1, 0.5)

    // Or via uniforms object (for THREE.ShaderMaterial)
    // materialRef.current.uniforms.time.value = clock.elapsedTime
  })

  return (
    <mesh>
      <boxGeometry />
      <myShaderMaterial ref={materialRef} />
    </mesh>
  )
}

Varyings

Pass data from vertex to fragment shader.

// Vertex shader
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 vWorldPosition;

void main() {
  vUv = uv;
  vNormal = normalize(normalMatrix * normal);
  vPosition = position;
  vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;

  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// Fragment shader
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 vWorldPosition;

void main() {
  // Use interpolated values
  gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
}

Common Shader Patterns

Texture Sampling

import { useTexture } from '@react-three/drei'

function TexturedShaderMesh() {
  const texture = useTexture('/textures/color.jpg')
  const materialRef = useRef()

  return (
    <mesh>
      <planeGeometry args={[2, 2]} />
      <myShaderMaterial ref={materialRef} map={texture} />
    </mesh>
  )
}

// Shader
const TextureMaterial = shaderMaterial(
  { map: null },
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  `
    uniform sampler2D map;
    varying vec2 vUv;

    void main() {
      vec4 texColor = texture2D(map, vUv);
      gl_FragColor = texColor;
    }
  `
)

Vertex Displacement

const WaveMaterial = shaderMaterial(
  { time: 0, amplitude: 0.5, frequency: 2.0 },
  `
    uniform float time;
    uniform float amplitude;
    uniform float frequency;
    varying vec2 vUv;

    void main() {
      vUv = uv;
      vec3 pos = position;

      // Wave displacement
      pos.z += sin(pos.x * frequency + time) * amplitude;
      pos.z += sin(pos.y * frequency + time) * amplitude;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  `
    varying vec2 vUv;
    void main() {
      gl_FragColor = vec4(vUv, 1.0, 1.0);
    }
  `
)

extend({ WaveMaterial })

function WavePlane() {
  const ref = useRef()

  useFrame(({ clock }) => {
    ref.current.time = clock.elapsedTime
  })

  return (
    <mesh rotation={[-Math.PI / 2, 0, 0]}>
      <planeGeometry args={[10, 10, 64, 64]} />
      <waveMaterial ref={ref} />
    </mesh>
  )
}

Fresnel Effect

const FresnelMaterial = shaderMaterial(
  { fresnelColor: new THREE.Color('cyan'), baseColor: new THREE.Color('navy') },
  `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  `
    uniform vec3 fresnelColor;
    uniform vec3 baseColor;
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      vec3 viewDirection = normalize(cameraPosition - vWorldPosition);
      float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);

      gl_FragColor = vec4(mix(baseColor, fresnelColor, fresnel), 1.0);
    }
  `
)

Noise Functions

// Simple random
float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}

// Value noise
float noise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);

  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));

  vec2 u = f * f * (3.0 - 2.0 * f);

  return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}

// FBM (Fractal Brownian Motion)
float fbm(vec2 st) {
  float value = 0.0;
  float amplitude = 0.5;

  for (int i = 0; i < 5; i++) {
    value += amplitude * noise(st);
    st *= 2.0;
    amplitude *= 0.5;
  }

  return value;
}

Gradient

// Linear gradient
vec3 gradient = mix(colorA, colorB, vUv.y);

// Radial gradient
float dist = distance(vUv, vec2(0.5));
vec3 radial = mix(centerColor, edgeColor, dist * 2.0);

// Smooth gradient
float t = smoothstep(0.0, 1.0, vUv.y);
vec3 smooth = mix(colorA, colorB, t);

Dissolve Effect

const DissolveMaterial = shaderMaterial(
  { progress: 0, noiseScale: 10.0, edgeColor: new THREE.Color('orange') },
  `
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  `
    uniform float progress;
    uniform float noiseScale;
    uniform vec3 edgeColor;
    varying vec2 vUv;

    float random(vec2 st) {
      return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
    }

    float noise(vec2 st) {
      vec2 i = floor(st);
      vec2 f = fract(st);
      float a = random(i);
      float b = random(i + vec2(1.0, 0.0));
      float c = random(i + vec2(0.0, 1.0));
      float d = random(i + vec2(1.0, 1.0));
      vec2 u = f * f * (3.0 - 2.0 * f);
      return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
    }

    void main() {
      float n = noise(vUv * noiseScale);

      if (n < progress) {
        discard;
      }

      float edge = smoothstep(progress, progress + 0.1, n);
      vec3 baseColor = vec3(0.5);

      gl_FragColor = vec4(mix(edgeColor, baseColor, edge), 1.0);
    }
  `
)

Extending Built-in Materials

onBeforeCompile

Modify existing material shaders.

import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function ModifiedStandardMaterial() {
  const materialRef = useRef()
  const shaderRef = useRef()

  useEffect(() => {
    if (materialRef.current) {
      materialRef.current.onBeforeCompile = (shader) => {
        // Add custom uniform
        shader.uniforms.time = { value: 0 }
        shaderRef.current = shader

        // Add uniform declaration
        shader.vertexShader = 'uniform float time;\n' + shader.vertexShader

        // Modify vertex shader
        shader.vertexShader = shader.vertexShader.replace(
          '#include <begin_vertex>',
          `
            #include <begin_vertex>
            transformed.y += sin(position.x * 10.0 + time) * 0.1;
          `
        )
      }
    }
  }, [])

  useFrame(({ clock }) => {
    if (shaderRef.current) {
      shaderRef.current.uniforms.time.value = clock.elapsedTime
    }
  })

  return (
    <mesh>
      <planeGeometry args={[5, 5, 32, 32]} />
      <meshStandardMaterial ref={materialRef} color="green" />
    </mesh>
  )
}

Common Injection Points

// Vertex shader chunks
'#include <begin_vertex>'       // After position is calculated
'#include <project_vertex>'     // After gl_Position
'#include <beginnormal_vertex>' // Normal calculation start

// Fragment shader chunks
'#include <color_fragment>'     // After diffuse color
'#include <output_fragment>'    // Final output
'#include <fog_fragment>'       // After fog applied

GLSL Built-in Functions

Math Functions

// Basic
abs(x), sign(x), floor(x), ceil(x), fract(x)
mod(x, y), min(x, y), max(x, y), clamp(x, min, max)
mix(a, b, t), step(edge, x), smoothstep(edge0, edge1, x)

// Trigonometry
sin(x), cos(x), tan(x)
asin(x), acos(x), atan(y, x), atan(x)

// Exponential
pow(x, y), exp(x), log(x), sqrt(x)

Vector Functions

length(v), distance(p0, p1), dot(x, y), cross(x, y)
normalize(v), reflect(I, N), refract(I, N, eta)

Instanced Shaders

import { useRef, useMemo } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function InstancedShaderMesh({ count = 1000 }) {
  const meshRef = useRef()

  // Create instance attributes
  const { offsets, colors } = useMemo(() => {
    const offsets = new Float32Array(count * 3)
    const colors = new Float32Array(count * 3)

    for (let i = 0; i < count; i++) {
      offsets[i * 3] = (Math.random() - 0.5) * 20
      offsets[i * 3 + 1] = (Math.random() - 0.5) * 20
      offsets[i * 3 + 2] = (Math.random() - 0.5) * 20

      colors[i * 3] = Math.random()
      colors[i * 3 + 1] = Math.random()
      colors[i * 3 + 2] = Math.random()
    }

    return { offsets, colors }
  }, [count])

  const shaderMaterial = useMemo(() => {
    return new THREE.ShaderMaterial({
      uniforms: {
        time: { value: 0 }
      },
      vertexShader: `
        attribute vec3 offset;
        attribute vec3 instanceColor;
        varying vec3 vColor;

        void main() {
          vColor = instanceColor;
          vec3 pos = position + offset;
          gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
        }
      `,
      fragmentShader: `
        varying vec3 vColor;

        void main() {
          gl_FragColor = vec4(vColor, 1.0);
        }
      `
    })
  }, [])

  useFrame(({ clock }) => {
    shaderMaterial.uniforms.time.value = clock.elapsedTime
  })

  return (
    <instancedMesh ref={meshRef} args={[null, null, count]} material={shaderMaterial}>
      <boxGeometry args={[0.5, 0.5, 0.5]}>
        <instancedBufferAttribute attach="attributes-offset" args={[offsets, 3]} />
        <instancedBufferAttribute attach="attributes-instanceColor" args={[colors, 3]} />
      </boxGeometry>
    </instancedMesh>
  )
}

External Shader Files

With Vite/Webpack

// shaders/vertex.glsl
varying vec2 vUv;
void main() {
  vUv = uv;
  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// shaders/fragment.glsl
uniform float time;
varying vec2 vUv;
void main() {
  gl_FragColor = vec4(vUv, sin(time), 1.0);
}

// Component.tsx
import vertexShader from './shaders/vertex.glsl?raw'
import fragmentShader from './shaders/fragment.glsl?raw'

const MyMaterial = shaderMaterial(
  { time: 0 },
  vertexShader,
  fragmentShader
)

Vite Config for GLSL

// vite.config.js
import glsl from 'vite-plugin-glsl'

export default {
  plugins: [glsl()]
}

Material Properties

<myShaderMaterial
  // Rendering
  transparent={true}
  opacity={1.0}
  side={THREE.DoubleSide}
  depthTest={true}
  depthWrite={true}

  // Blending
  blending={THREE.NormalBlending}
  // NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending

  // Wireframe
  wireframe={false}

  // Custom uniforms
  time={0}
  color="hotpink"
/>

Debugging Shaders

function DebugShaderMesh() {
  const materialRef = useRef()

  useEffect(() => {
    // Log compiled shaders
    if (materialRef.current) {
      console.log('Vertex:', materialRef.current.vertexShader)
      console.log('Fragment:', materialRef.current.fragmentShader)
    }
  }, [])

  return (
    <mesh>
      <boxGeometry />
      {/* Debug with visual output */}
      <shaderMaterial
        ref={materialRef}
        fragmentShader={`
          varying vec2 vUv;
          void main() {
            // Debug UV
            gl_FragColor = vec4(vUv, 0.0, 1.0);

            // Debug normals (in vertex: vNormal = normal)
            // gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
          }
        `}
        vertexShader={`
          varying vec2 vUv;
          void main() {
            vUv = uv;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
          }
        `}
      />
    </mesh>
  )
}

Performance Tips

  1. Minimize uniforms: Group related values into vectors
  2. Avoid conditionals: Use mix/step instead of if/else
  3. Precalculate in JS: Move static calculations out of shaders
  4. Use textures for lookup: Complex functions as texture lookups
  5. Limit overdraw: Avoid unnecessary transparent objects
// Instead of:
if (value > 0.5) {
  color = colorA;
} else {
  color = colorB;
}

// Use:
color = mix(colorB, colorA, step(0.5, value));

See Also

  • r3f-materials - Built-in material types
  • r3f-postprocessing - Full-screen shader effects
  • r3f-textures - Texture sampling in shaders

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

General

r3f-interaction

No summary provided by upstream source.

Repository SourceNeeds Review
1.4K-enzed
General

r3f-fundamentals

No summary provided by upstream source.

Repository SourceNeeds Review
272-enzed
General

r3f-geometry

No summary provided by upstream source.

Repository SourceNeeds Review
249-enzed
General

r3f-physics

No summary provided by upstream source.

Repository SourceNeeds Review
238-enzed