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r3f-shaders

enzed/r3f-skills

Implement custom GLSL or TSL materials in React Three Fiber with uniforms and vertex deformation.

What is r3f-shaders?

Create custom shaders for React Three Fiber using GLSL or TSL, including animated uniforms and vertex deformation. Use this when built-in materials don't express the effect you need, for shader code implementation and debugging rather than standard PBR or composer effects.

  • Define custom WebGL ShaderMaterial with Drei shaderMaterial or native Three.js ShaderMaterial
  • Animate shader uniforms via useFrame without triggering recompilation
  • Implement vertex deformation with sufficient geometry subdivisions
  • Apply tone mapping and color space conversion for correct output
  • Patch built-in materials with onBeforeCompile for selective lighting retention
  • Handle coordinate space consistency for normals, light directions, and view directions

How to install r3f-shaders

npx skills add https://github.com/enzed/r3f-skills --skill r3f-shaders
Prerequisites
  • React Three Fiber 9 or later
  • Three.js (version matching your Fiber installation)
  • Drei library for shaderMaterial helper
  • Basic GLSL or TSL shader knowledge
Claude Code
Cursor
Windsurf
Cline

How to use r3f-shaders

  1. 1.Inspect your installed Fiber, Drei, Three.js, and renderer versions to choose the correct shader path
  2. 2.Define your shader material class using Drei shaderMaterial or native ShaderMaterial with vertex and fragment shader strings
  3. 3.Mount the material component beneath Canvas and extend it with extend(Class)
  4. 4.Use useFrame to update uniform values by direct assignment (Drei) or through uniforms.name.value (native)
  5. 5.Render and inspect shader compiler errors in the browser console; adjust shader source and recompile as needed
  6. 6.For vertex deformation, ensure sufficient geometry subdivisions and update normals if lighting is required

Use cases

Good for
  • Create animated wave or displacement effects on geometry
  • Build custom visual effects that built-in materials cannot express
  • Debug shader compilation errors and inspect generated GLSL
  • Implement per-instance shader logic with custom instancing
  • Apply selective modifications to built-in materials while preserving lighting
Who it's for
  • React Three Fiber developers building custom visual effects
  • Graphics programmers implementing advanced shader techniques
  • WebGL/WebGPU rendering specialists
  • 3D web developers needing fine-grained material control

r3f-shaders FAQ

When should I use a custom shader instead of built-in materials?

Use custom shaders when built-in materials cannot express the visual effect you need. For standard PBR, lighting, or post-processing effects, prefer built-in materials or composer effects.

How do I animate shader values without recompilation?

Keep animated values in uniforms and update them via useFrame. Mutate uniform values directly without setting React state each frame, and avoid setting material.needsUpdate for value-only changes.

What's the difference between Drei shaderMaterial and native ShaderMaterial?

Drei shaderMaterial creates uniform accessors for direct assignment (material.uTime), while native ShaderMaterial requires material.uniforms.uTime.value. Drei is simpler for most cases.

Do custom shaders automatically get lighting and shadows?

No. Custom shaders are not automatically lit, shadowed, fogged, instanced, or skinned. Choose required features before replacing a built-in material, or use onBeforeCompile to patch a built-in.

How do I handle color space and tone mapping correctly?

Mark color input textures as SRGBColorSpace and data textures as NoColorSpace. Include tone mapping and color space conversion chunks in your fragment shader output, or let a composer own final output.

Full instructions (SKILL.md)

Source of truth, from enzed/r3f-skills.


name: r3f-shaders description: 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.

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 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.

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