MCPInstall

r3f-shaders

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.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/enzed/r3f-skills --skill r3f-shaders
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads r3f-shaders automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

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

FAQ

What does the r3f-shaders skill do?

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.

How do I install r3f-shaders?

Run npx skills add https://github.com/enzed/r3f-skills --skill r3f-shaders in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/r3f-shaders/ (personal) or .claude/skills/r3f-shaders/ (project).

Which AI agents can use r3f-shaders?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is r3f-shaders safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains r3f-shaders?

It is published by enzed in enzed/r3f-skills. It has 1,946 recorded installs.

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