three-custom-shader-material
v6.2.0
Published
Extend Three.js standard materials with your own shaders!
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Custom Shader Material (CSM) lets you extend Three.js' material library with your own Vertex and Fragment shaders. It Supports both Vanilla and React!
import CustomShaderMaterial from "three-custom-shader-material/vanilla";
function Box() {
const geometry = new THREE.BoxGeometry();
const material = new CustomShaderMaterial({
baseMaterial: THREE.MeshPhysicalMaterial,
vertexShader: /* glsl */ ` ... `, // Your vertex Shader
fragmentShader: /* glsl */ ` ... `, // Your fragment Shader
// Your Uniforms
uniforms: {
uTime: { value: 0 },
...
},
// Base material properties
flatShading: true,
color: 0xff00ff,
...
});
return new THREE.Mesh(geometry, material);
}
import CustomShaderMaterial from 'three-custom-shader-material'
function Cube() {
const materialRef = useRef()
useFrame((state) => {
if (materialRef.current) {
materialRef.current.uniforms.uTime.value = state.clock.elapsedTime
}
})
return (
<mesh>
<boxGeometry />
<CustomShaderMaterial
ref={materialRef}
baseMaterial={THREE.MeshPhysicalMaterial}
vertexShader={/* glsl */ ` ... `} // Your vertex Shader
fragmentShader={/* glsl */ ` ... `} // Your fragment Shader
// Your Uniforms
uniforms={{
uTime: { value: 0 },
...
}}
// Base material properties
flatShading
color={0xff00ff}
...
/>
</mesh>
)
}
Moved to Cientos' Docs
Installation
npm install three-custom-shader-material
yarn add three-custom-shader-material
Output Variables
CSM provides the following output variables, all of them are optional but you MUST use these variables like you would use standard GLSL output variables to see results.
| Variable | Type | Description | Available In | Notes |
| --------------------------------- | ------- | ---------------------------------------------------------- | ----------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Vertex Shader | - | - | - | - |
| csm_Position | vec3
| Custom vertex position. | Vertex Shader | csm_Position will be projected furthur down the line. Thus, no projection is needed here. |
| csm_PositionRaw | vec4
| Direct equivalent of gl_Position
. | Vertex Shader | |
| csm_Normal | vec3
| Custom vertex normals. | Vertex Shader |
| csm_PointSize | float
| Direct equivalent of gl_PointSize
. | Vertex Shader | Only available in PointsMaterial
|
| Fragmet Shader | - | - | - | - |
| csm_DiffuseColor | vec4
| Custom diffuse color. | Fragment Shader | Base material's shading will be applied to this color. |
| csm_FragColor | vec4
| Direct equivalent of gl_FragColor
. | Fragment Shader | csm_FragColor will override any shading applied by a base material. To preserve shading and other effects like roughness and metalness, use csm_DiffuseColor
|
| csm_Roughness | float
| Custom roughness. | Fragment Shader | Only available in materials with an roughnessMap
. |
| csm_Metalness | float
| Custom metalness. | Fragment Shader | Only available in materials with an metalnessMap
. |
| csm_AO | float
| Custom AO. | Fragment Shader | Only available in materials with an aoMap
. |
| csm_Bump | vec3
| Custom bump as perturbation to fragment normals. | Fragment Shader | Only available in materials with a bumpMap
. |
| csm_Clearcoat | float
| Custom clearcoat factor. | Fragment Shader | Only available in materials with a clearcoat
. |
| csm_ClearcoatRoughness | float
| Custom clearcoat roughenss factor. | Fragment Shader | Only available in materials with a clearcoat
. |
| csm_ClearcoatNormal | vec3
| Custom clearcoat normal. | Fragment Shader | Only available in materials with a clearcoat
. |
| csm_Transmission | float
| Custom transmission factor. | Fragment Shader | Only available in materials with a transmission
. |
| csm_Thickness | float
| Custom transmission thickness. | Fragment Shader | Only available in materials with a transmission
. |
| csm_Iridescence | float
| Custom iridescence factor. | Fragment Shader | Only available in materials with a iridescence
. |
| csm_Emissive | vec3
| Custom emissive color. | Fragment Shader | Only available in materials with a emissive
. |
| csm_FragNormal | vec3
| Custom fragment normal. | Only available in materials with a normalMap
. |
| Fragmet Shader (Special) | - | - | - | - |
| csm_DepthAlpha | vec3
| Custom alpha for MeshDepthMaterial
. | Fragment Shader | Useful for controlling customDepthMaterial
with same shader as the shader material. |
| csm_UnlitFac | vec3
| Custom mix between csm_DiffuseColor
and csm_FragColor
. | Fragment Shader | Can be used to mix lit and unlit materials. Set to 1.0
by default if csm_FragColor
is found in shader string. |
Typing
CSM infers prop types based on the baseMaterial
prop. However, if this does not work for what ever reason, you can pass your base material type as a generic to CustomShaderMaterial<T>
.
// Vanilla
const material = new CustomShaderMaterial<THREE.MeshPhysicalMaterial>({
baseMaterial: THREE.MeshPhysicalMaterial,
//...Any props
});
// React
<CustomShaderMaterial<THREE.MeshPhysicalMaterial>
baseMaterial={THREE.MeshPhysicalMaterial}
//...Any props
Custom overrides
You can define any custom overrides you'd like using the patchMap
prop. The prop is used as shown below.
const material = new CustomShaderMaterial({
baseMaterial: THREE.MeshPhysicalMaterial,
vertexShader: ` ... `,
fragmentShader: ... `,
uniforms: {...},
patchMap={{
"<KEYWORD>": { // The keyword you will assign to in your custom shader
"TO_REPLACE": // The chunk you'd like to replace.
"REPLACED_WITH" // The chunk you'd like put in place of `TO_REPLACE`
}
}}
})
Note: If
<KEYWORD>
is not found in shader string, the patch map will not be applied. To ALWAYS apply a patch map, use the special keyword -*
(star).patchMap={{ "*": { "TO_REPLACE": "REPLACED_WITH" } }}
Extending already extended materials
CSM allows you to extend other CSM instances. Values set in the first shader will affect the next.
Note: Extending of other materials that use
onBeforeCompile
may or may not work depending on if the default#includes
are mangled.
import CustomShaderMaterial from "three-custom-shader-material/vanilla";
function Box() {
const material1 = new CustomShaderMaterial({
baseMaterial: THREE.MeshPhysicalMaterial,
//...Any props
});
const material2 = new CustomShaderMaterial({
baseMaterial: material1,
//...Any props
});
}
import CustomShaderMaterial from "three-custom-shader-material";
import CustomShaderMaterialImpl from "three-custom-shader-material/vanilla";
function Cube() {
const [materialRef, setMaterialRef] = useState();
return (
<>
<CustomShaderMaterial
ref={setMaterialRef}
baseMaterial={THREE.MeshPhysicalMaterial}
//...Any props
/>
{materialRef && (
<CustomShaderMaterial
baseMaterial={materialRef}
//...Any props
/>
)}
</>
);
}
Gotchas
csm_Position
MUST be a non-projected vector. i.e., no need to multiplyprojectionMatrix
ormodelViewPosition
with it. If you require projection, usecsm_PositionRaw
.Instancing must be handled manually when using
csm_PositionRaw
by multiplying ininstanceMatrix
into your projection math.When extending already extended material, variables, uniforms, attributes, varyings and functions are NOT scoped to the material they are defined in. Thus, you WILL get redefinition errors if you do not manually scope these identifiers.
Extending of other materials that use
onBeforeCompile
may or may not work depending on if the default#includes
are mangled.When using an instance of CSM as the baseMaterial, or chining multiple CSM instances, or when extending any material that uses
onBeforeCompile
the injection order is as follows:void main() { // shader A // shader B // shader C // shader D // original shader }
Where A was the first in the chain.
Cache key calculation takes into account base material's cache key. Useful for propagating changes across multiple chained CSM instances.
If you find yourself lost in a patchMap, it's often simpler to just make a
ShaderMaterial
with the necessary#includes
.
Performance
With v6, CSM's initialization cost is now negligible 🥳 Still, a couple important notes about performance:
Changing these props will rebuild the material
baseMaterial
fragmentShader
vertexShader
uniforms
cacheKey
CSM uses ThreeJS's default shader program caching system. Materials with the same cache key, will use the the same shader program.
<meshPhysicalMaterial />
and<CSM baseMaterial={meshPhysicalMaterial}>
are the same, and will use the same cached shader program. The default cache key is such:(cacheKey?.() || hash((vertexShader || "") + (fragmentShader || ""))) + baseMaterialCacheKey?.();
You can provide your own cache key function via the
cacheKey
prop.
Note: CSM will only rebuild if the reference to the above props change, for example, in React, doing
uniforms={{...}}
means that the uniforms object is unstable, i.e. it is re-created, with a new reference every render. Instead, condsider memoizing the uniforms propconst uniforms = useMemo(() -> ({...}));
. The uniforms object will then have the same refrence on every render.
If the uniforms are memoized, changing their value by doing
uniforms.foo.value = ...
will not cause CSM to rebuild, as the refrence ofuniforms
does not change.
License
MIT License
Copyright (c) 2024 Faraz Shaikh
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.