본문으로 건너뛰기
cccskills
무료GitHub에 공개

threejs-shaders

Build custom visual effects in Three.js using shaders, programs that control shape and surface appearance. Add animated waves, glowing edges, gradients, or dissolving surfaces, and extend existing materials with custom rendering behavior.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

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

설치 방법 보기

이럴 때 유용합니다

  • Animate a surface with wave-like deformation
  • Add glowing edges or gradients
  • Create a dissolving surface effect
  • Extend an existing material with custom effects

포함된 파일(1)

  • SKILL.md13.7 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Three.js Shaders

Quick Start

import * as THREE from "three";

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    color: { value: new THREE.Color(0xff0000) },
  },
  vertexShader: `
    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform vec3 color;

    void main() {
      gl_FragColor = vec4(color, 1.0);
    }
  `,
});

// Update in animation loop
material.uniforms.time.value = clock.getElapsedTime();

ShaderMaterial vs RawShaderMaterial

ShaderMaterial

Three.js provides built-in uniforms and attributes.

const material = new THREE.ShaderMaterial({
  vertexShader: `
    // Built-in uniforms available:
    // uniform mat4 modelMatrix;
    // uniform mat4 modelViewMatrix;
    // uniform mat4 projectionMatrix;
    // uniform mat4 viewMatrix;
    // uniform mat3 normalMatrix;
    // uniform vec3 cameraPosition;

    // Built-in attributes available:
    // attribute vec3 position;
    // attribute vec3 normal;
    // attribute vec2 uv;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

RawShaderMaterial

Full control - you define everything.

const material = new THREE.RawShaderMaterial({
  uniforms: {
    projectionMatrix: { value: camera.projectionMatrix },
    modelViewMatrix: { value: new THREE.Matrix4() },
  },
  vertexShader: `
    precision highp float;

    attribute vec3 position;
    uniform mat4 projectionMatrix;
    uniform mat4 modelViewMatrix;

    void main() {
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    precision highp float;

    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Uniforms

Uniform Types

const material = new THREE.ShaderMaterial({
  uniforms: {
    // Numbers
    floatValue: { value: 1.5 },
    intValue: { value: 1 },

    // Vectors
    vec2Value: { value: new THREE.Vector2(1, 2) },
    vec3Value: { value: new THREE.Vector3(1, 2, 3) },
    vec4Value: { value: new THREE.Vector4(1, 2, 3, 4) },

    // Colors (converted to vec3)
    colorValue: { value: new THREE.Color(0xff0000) },

    // Matrices
    mat3Value: { value: new THREE.Matrix3() },
    mat4Value: { value: new THREE.Matrix4() },

    // Textures
    textureValue: { value: texture },
    cubeTextureValue: { value: cubeTexture },

    // Arrays
    floatArray: { value: [1.0, 2.0, 3.0] },
    vec3Array: {
      value: [new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 1, 0)],
    },
  },
});

GLSL Declarations

// In shader
uniform float floatValue;
uniform int intValue;
uniform vec2 vec2Value;
uniform vec3 vec3Value;
uniform vec3 colorValue;    // Color becomes vec3
uniform vec4 vec4Value;
uniform mat3 mat3Value;
uniform mat4 mat4Value;
uniform sampler2D textureValue;
uniform samplerCube cubeTextureValue;
uniform float floatArray[3];
uniform vec3 vec3Array[2];

Updating Uniforms

// Direct assignment
material.uniforms.time.value = clock.getElapsedTime();

// Vector/Color updates
material.uniforms.position.value.set(x, y, z);
material.uniforms.color.value.setHSL(hue, 1, 0.5);

// Matrix updates
material.uniforms.matrix.value.copy(mesh.matrixWorld);

Varyings

Pass data from vertex to fragment shader.

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

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

      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec2 vUv;
    varying vec3 vNormal;
    varying vec3 vPosition;

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

Common Shader Patterns

Texture Sampling

const material = new THREE.ShaderMaterial({
  uniforms: {
    map: { value: texture },
  },
  vertexShader: `
    varying vec2 vUv;

    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    uniform sampler2D map;
    varying vec2 vUv;

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

Vertex Displacement

const material = new THREE.ShaderMaterial({
  uniforms: {
    time: { value: 0 },
    amplitude: { value: 0.5 },
  },
  vertexShader: `
    uniform float time;
    uniform float amplitude;

    void main() {
      vec3 pos = position;

      // Wave displacement
      pos.z += sin(pos.x * 5.0 + time) * amplitude;
      pos.z += sin(pos.y * 5.0 + time) * amplitude;

      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(0.5, 0.8, 1.0, 1.0);
    }
  `,
});

Fresnel Effect

const material = new THREE.ShaderMaterial({
  vertexShader: `
    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);
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vWorldPosition;

    void main() {
      // cameraPosition is auto-provided by ShaderMaterial
      vec3 viewDirection = normalize(cameraPosition - vWorldPosition);
      float fresnel = pow(1.0 - dot(viewDirection, vNormal), 3.0);

      vec3 baseColor = vec3(0.0, 0.0, 0.5);
      vec3 fresnelColor = vec3(0.5, 0.8, 1.0);

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

Noise-Based Effects

// Simple noise function
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;
}

// Usage
float n = noise(vUv * 10.0 + time);

Gradient

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

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

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

Rim Lighting

const material = new THREE.ShaderMaterial({
  vertexShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vNormal = normalize(normalMatrix * normal);
      vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
      vViewPosition = mvPosition.xyz;
      gl_Position = projectionMatrix * mvPosition;
    }
  `,
  fragmentShader: `
    varying vec3 vNormal;
    varying vec3 vViewPosition;

    void main() {
      vec3 viewDir = normalize(-vViewPosition);
      float rim = 1.0 - max(0.0, dot(viewDir, vNormal));
      rim = pow(rim, 4.0);

      vec3 baseColor = vec3(0.2, 0.2, 0.8);
      vec3 rimColor = vec3(1.0, 0.5, 0.0);

      gl_FragColor = vec4(baseColor + rimColor * rim, 1.0);
    }
  `,
});

Dissolve Effect

uniform float progress;
uniform sampler2D noiseMap;

void main() {
  float noise = texture2D(noiseMap, vUv).r;

  if (noise < progress) {
    discard;
  }

  // Edge glow
  float edge = smoothstep(progress, progress + 0.1, noise);
  vec3 edgeColor = vec3(1.0, 0.5, 0.0);
  vec3 baseColor = vec3(0.5);

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

Extending Built-in Materials

onBeforeCompile

Modify existing material shaders.

const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });

material.onBeforeCompile = (shader) => {
  // Add custom uniform
  shader.uniforms.time = { value: 0 };

  // Store reference for updates
  material.userData.shader = shader;

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

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

// Update in animation loop
if (material.userData.shader) {
  material.userData.shader.uniforms.time.value = clock.getElapsedTime();
}

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)
radians(degrees), degrees(radians)

// Exponential
pow(x, y), exp(x), log(x), exp2(x), log2(x)
sqrt(x), inversesqrt(x)

Vector Functions

// Length and distance
length(v), distance(p0, p1), dot(x, y), cross(x, y)

// Normalization
normalize(v)

// Reflection and refraction
reflect(I, N), refract(I, N, eta)

// Component-wise
lessThan(x, y), lessThanEqual(x, y)
greaterThan(x, y), greaterThanEqual(x, y)
equal(x, y), notEqual(x, y)
any(bvec), all(bvec)

Texture Functions

// GLSL 1.0 (default) - use texture2D/textureCube
texture2D(sampler, coord)
texture2D(sampler, coord, bias)
textureCube(sampler, coord)

// GLSL 3.0 (glslVersion: THREE.GLSL3) - use texture()
// texture(sampler, coord) replaces texture2D/textureCube
// Also use: out vec4 fragColor instead of gl_FragColor

// Texture size (GLSL 1.30+)
textureSize(sampler, lod)

Common Material Properties

const material = new THREE.ShaderMaterial({
  uniforms: {
    /* ... */
  },
  vertexShader: "/* ... */",
  fragmentShader: "/* ... */",

  // Rendering
  transparent: true,
  opacity: 1.0,
  side: THREE.DoubleSide,
  depthTest: true,
  depthWrite: true,

  // Blending
  blending: THREE.NormalBlending,
  // AdditiveBlending, SubtractiveBlending, MultiplyBlending

  // Wireframe
  wireframe: false,
  wireframeLinewidth: 1, // Note: >1 has no effect on most platforms (WebGL limitation)

  // Extensions
  extensions: {
    derivatives: true, // For fwidth, dFdx, dFdy
    fragDepth: true, // gl_FragDepth
    drawBuffers: true, // Multiple render targets
    shaderTextureLOD: true, // texture2DLod
  },

  // GLSL version
  glslVersion: THREE.GLSL3, // For WebGL2 features
});

Shader Includes

Using Three.js Shader Chunks

import { ShaderChunk } from "three";

const fragmentShader = `
  ${ShaderChunk.common}
  ${ShaderChunk.packing}

  uniform sampler2D depthTexture;
  varying vec2 vUv;

  void main() {
    float depth = texture2D(depthTexture, vUv).r;
    float linearDepth = perspectiveDepthToViewZ(depth, 0.1, 1000.0);
    gl_FragColor = vec4(vec3(-linearDepth / 100.0), 1.0);
  }
`;

External Shader Files

// With vite/webpack
import vertexShader from "./shaders/vertex.glsl";
import fragmentShader from "./shaders/fragment.glsl";

const material = new THREE.ShaderMaterial({
  vertexShader,
  fragmentShader,
});

Instanced Shaders

// Instanced attribute
const offsets = new Float32Array(instanceCount * 3);
// Fill offsets...
geometry.setAttribute("offset", new THREE.InstancedBufferAttribute(offsets, 3));

const material = new THREE.ShaderMaterial({
  vertexShader: `
    attribute vec3 offset;

    void main() {
      vec3 pos = position + offset;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
    }
  `,
  fragmentShader: `
    void main() {
      gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    }
  `,
});

Debugging Shaders

// Check for compile errors
material.onBeforeCompile = (shader) => {
  console.log("Vertex Shader:", shader.vertexShader);
  console.log("Fragment Shader:", shader.fragmentShader);
};

// Visual debugging
fragmentShader: `
  void main() {
    // Debug UV
    gl_FragColor = vec4(vUv, 0.0, 1.0);

    // Debug normals
    gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);

    // Debug position
    gl_FragColor = vec4(vPosition * 0.1 + 0.5, 1.0);
  }
`;

// Check WebGL errors
renderer.debug.checkShaderErrors = true;

Performance Tips

  1. Minimize uniforms: Group related values into vectors
  2. Avoid conditionals: Use mix/step instead of if/else
  3. Precalculate: Move calculations to JS when possible
  4. Use textures: For complex functions, use lookup tables
  5. Limit overdraw: Avoid transparent objects when possible
// Instead of:
if (value > 0.5) {
  color = colorA;
} else {
  color = colorB;
}

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

See Also

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

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Create 3D objects from text or images, choose catalog assets for repeated scenery, and inspect the results in Blender. The workflow checks geometry, materials, scale, and ground contact while recording asset sources and generation costs.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Create a unique 3D object from a text description
  • Reconstruct a 3D object from a concept image
  • Populate scenery with catalog vegetation and rocks
calesthio/OpenMontage7만2026년 10월 17일 업데이트

acestep

무료

Generate background music and songs with lyrics using ACE-Step 1.5, with controls for duration, tempo, and musical key. You can also restyle reference audio and separate vocals or individual instruments from mixed tracks.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Generate background music to match a video scene
  • Create a short jingle with supplied lyrics
  • Make a jazz arrangement of reference audio
calesthio/OpenMontage7만2026년 10월 17일 업데이트

agents

무료

Build voice assistants and conversational characters with ElevenLabs. Configure voices, language models, and external tools, then connect conversations to a website widget or use Twilio integration for outbound phone calls.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Creating a voice bot for customer support
  • Embedding a voice assistant on a website
  • Building an interactive voice character
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Generate video clips from text descriptions or reference images through multiple API services. Compare available providers by cost and task needs, choose aspect ratios, track generation progress, and refine existing clips through conversational editing with Gemini Omni.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Generating clips from written scene descriptions
  • Animating a product photo
  • Creating vertical videos for social media
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Create AI video clips from text or reference images, choosing among providers to match the task and budget. Supports vertical social videos, product photo animation, and conversational editing of existing clips with Gemini Omni Flash.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Create vertical video clips for social media
  • Animate product photos
  • Choose a video provider for a budget and visual style
calesthio/OpenMontage7만2026년 10월 17일 업데이트

Generate and edit images and videos through Atlas Cloud using one API key across multiple model families. Choose supported models for each task, download the results, and retain details about the model, inputs, and estimated cost.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Generate images and videos through one service
  • Edit product images using reference materials
  • Create videos from images, video, or audio references
calesthio/OpenMontage7만2026년 10월 17일 업데이트

calesthio의 스킬 모두 보기

이 스킬의 문제 신고