R3f Shaders

enzed/r3f-skills/skills/r3f-shaders

作者 enzed4a11805f0973无许可证128 个星标收录于 2026年10月8日更新于 2026年10月8日仓库5周前更新

Implement custom GLSL or TSL materials in React Three Fiber, including uniforms and vertex deformation. Use for shader code and shader debugging, rather than ordinary PBR settings or composer effects.

AI 生成的概览

指导在 React Three Fiber 中实现自定义 GLSL 或 TSL 着色器材质,涵盖 uniform、色彩空间与顶点变形。

功能
该技能提供在 React Three Fiber 中编写自定义着色器材质的说明,包括 Drei shaderMaterial 与原生 shaderMaterial 的用法、uniform 处理和编译问题。内容涉及坐标空间、颜色管理、几何体细分,以及用 onBeforeCompile 修补内置材质。它还指向一份关于 WebGPU 与 TSL 的参考文档,供相关渲染器场景使用。产出为指导与代码示例,而非可运行脚本。
适用场景
适用于在 React Three Fiber 项目中编写或调试自定义 GLSL 或 TSL 着色器代码时。它面向着色器层面的工作,而非普通 PBR 材质设置或后期处理合成器效果。
运行要求
需要一个已安装 Three.js 和 Drei 的 React Three Fiber 项目;示例假定使用 Fiber 9 / React 19 和 WebGL。不附带脚本,仅包含一份关于 WebGPU 与 TSL 的参考文档。

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 [blocked] 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

来源与署名

来源:enzed/r3f-skills位于skills/r3f-shaders提交4a11805

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