R3f Shaders

enzed/r3f-skills/skills/r3f-shaders

作者 enzed4a11805f0973無授權條款128 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫5 週前更新

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 產生的概覽

指導在 React Three Fiber 中實作自訂 GLSL 或 TSL 著色器材質,涵蓋 uniform、色彩空間與頂點變形。

功能
此技能提供在 React Three Fiber 中撰寫自訂著色器材質的說明,包括 Drei shaderMaterial 與原生 shaderMaterial 的用法、uniform 處理與編譯問題。內容涉及座標空間、色彩管理、幾何細分,以及用 onBeforeCompile 修補內建材質。它也會指向一份關於 WebGPU 與 TSL 的參考文件,供相關渲染器情境使用。產出為指引與程式碼範例,而非可執行的指令碼。
適用情境
適用於在 React Three Fiber 專案中撰寫或除錯自訂 GLSL 或 TSL 著色器程式碼時。它著重於著色器層級的工作,而非一般 PBR 材質設定或後製合成器效果。
執行需求
需要一個已安裝 Three.js 與 Drei 的 React Three Fiber 專案;範例假定使用 Fiber 9 / React 19 與 WebGL。不附帶指令碼,僅包含一份關於 WebGPU 與 TSL 的參考文件。

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

來源與署名

來源:enzed/r3f-skills位於skills/r3f-shaders提交4a11805

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