AgentStack
SKILL verified Apache-2.0 Self-run

Cesiumjs Custom Shader

skill-cesiumgs-cesiumjs-skills-cesiumjs-custom-shader · by CesiumGS

CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czm_modelMaterial. Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive.

No reviews yet
0 installs
5 views
0.0% view→install

Install

$ agentstack add skill-cesiumgs-cesiumjs-skills-cesiumjs-custom-shader

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

Are you the author of Cesiumjs Custom Shader? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claim

About

CesiumJS CustomShader

Version baseline: CesiumJS 1.142. All imports use ES module style.

CustomShader injects user GLSL into the Model / Cesium3DTileset / VoxelPrimitive rendering pipeline. It exposes glTF attributes, feature IDs, and EXT_structural_metadata to per-vertex and per-fragment code, and returns values through the built-in czm_modelVertexOutput and czm_modelMaterial structs.

Use this skill for writing the shader body. Use:

  • cesiumjs-materials-shaders — for Fabric Material, ImageBasedLighting, PostProcessStage (bloom, SSAO, FXAA, tonemapping).
  • cesiumjs-3d-tiles — for declarative per-feature coloring via Cesium3DTileStyle, and for VoxelPrimitive setup/configuration.
  • cesiumjs-models-particles — for Model.fromGltfAsync, animations, ModelFeature.getProperty().

Out of scope

  • Fabric Material for entity polylines/polygons/walls — see cesiumjs-materials-shaders.
  • PostProcessStage screen-space effects — see cesiumjs-materials-shaders.
  • ImageBasedLighting — see cesiumjs-materials-shaders.
  • Cesium3DTileStyle declarative JSON styling — see cesiumjs-3d-tiles. Do not combine with CustomShader on the same tileset.
  • Authoring EXT_structural_metadata / EXT_mesh_features in glTF — tooling concern, not runtime.

Minimal example

import { CustomShader, Model } from "cesium";

const shader = new CustomShader({
  fragmentShaderText: `
    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
      material.diffuse = vec3(1.0, 0.0, 0.0);
      material.alpha = 0.8;
    }
  `,
});

const model = await Model.fromGltfAsync({ url: "./aircraft.glb", customShader: shader });
viewer.scene.primitives.add(model);

Applying a CustomShader

Model — constructor option or mutable property:

const model = await Model.fromGltfAsync({ url, customShader });
model.customShader = newShader;     // hot-swap
model.customShader = undefined;     // clear

Cesium3DTileset — constructor option or mutable property. Only Model-backed tile content is affected (not native I3S or other formats):

const tileset = await Cesium3DTileset.fromUrl(url, { customShader });
tileset.customShader = newShader;

> Per the Cesium3DTileset.customShader JSDoc: "Using custom shaders with a Cesium3DTileStyle may lead to undefined behavior." The property is also marked @experimental — it uses 3D Tiles spec surface that is not final and may change without Cesium's standard deprecation policy.

VoxelPrimitive — fragment-only subset (see "VoxelPrimitive shader subset" below):

const voxelPrimitive = new VoxelPrimitive({ provider, customShader });

The engine calls customShader.update(frameState) automatically each frame. When finished with a CustomShader, call customShader.destroy() to release GPU texture resources owned by its TextureManager.

Constructor reference

new CustomShader({
  mode,                  // CustomShaderMode — default MODIFY_MATERIAL
  lightingModel,         // LightingModel — if omitted, model's default is preserved
  translucencyMode,      // CustomShaderTranslucencyMode — default INHERIT
  uniforms,              // { [name]: { type: UniformType, value } } — default {}
  varyings,              // { [name]: VaryingType } — default {}
  vertexShaderText,      // string or undefined
  fragmentShaderText,    // string or undefined
});

Either vertexShaderText or fragmentShaderText is typically required. See REFERENCE.md for exhaustive enum values.

Shader function signatures

The runtime calls these from generated pipeline stages. Parameter names are part of the contract — renaming them breaks the shader.

void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) { ... }
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) { ... }

Uniforms

Declare uniforms with { type, value }. The type is a UniformType value; the JS value type must match (e.g. VEC3Cartesian3). Uniforms are accessible in GLSL by their declared name.

import { CustomShader, UniformType, TextureUniform, Cartesian3 } from "cesium";

const shader = new CustomShader({
  uniforms: {
    u_tint:   { type: UniformType.VEC3,      value: new Cartesian3(1.0, 0.5, 0.2) },
    u_time:   { type: UniformType.FLOAT,     value: 0.0 },
    u_detail: { type: UniformType.SAMPLER_2D, value: new TextureUniform({ url: "./detail.png", repeat: true }) },
  },
  fragmentShaderText: `
    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
      vec3 d = texture(u_detail, fsInput.attributes.texCoord_0).rgb;
      material.diffuse = mix(material.diffuse, u_tint, d.r + 0.1 * sin(u_time));
    }
  `,
});

// Update at runtime. For Cartesian/Matrix values, setUniform clones into existing storage.
shader.setUniform("u_time", performance.now() / 1000);

TextureUniform accepts either url (string or Resource) or typedArray + width + heightexactly one (constructor throws otherwise). Other options: repeat (default true), pixelFormat, pixelDatatype, minificationFilter, magnificationFilter, maximumAnisotropy.

SAMPLER_CUBE is declared on UniformType but rejected at construction — throws DeveloperError("CustomShader does not support samplerCube uniforms"). Only SAMPLER_2D is supported.

Varyings

Declared varyings are emitted as out in the vertex shader and in in the fragment shader. Write in vertex, read in fragment.

import { CustomShader, VaryingType } from "cesium";

const shader = new CustomShader({
  varyings: { v_worldHeight: VaryingType.FLOAT },
  vertexShaderText: `
    void vertexMain(VertexInput vsInput, inout czm_modelVertexOutput vsOutput) {
      v_worldHeight = vsInput.attributes.positionMC.z;
    }
  `,
  fragmentShaderText: `
    void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
      float t = clamp(v_worldHeight / 100.0, 0.0, 1.0);
      material.diffuse = mix(vec3(0.2,0.4,0.8), vec3(1.0,0.8,0.2), t);
    }
  `,
});

VaryingType supports FLOAT, VEC2VEC4, MAT2MAT4. No INT/BOOL/SAMPLER variants.

Modes & lighting

CustomShaderMode:

  • MODIFY_MATERIAL (default) — runs after the material stage, before lighting. czm_modelMaterial is populated with PBR/texture results; the shader refines them.
  • REPLACE_MATERIAL — skips the material stage entirely. Shader sets every field procedurally. Cheaper when the source material is not needed.

LightingModel:

  • UNLIT — skip lighting; material.diffuse becomes the final color (alpha still applied). Flat-shaded.
  • PBR — physically-based with IBL when available.
  • Omitted — preserves the model's default lighting. Omit unless overriding intentionally.

Pair REPLACE_MATERIAL + UNLIT for pure procedural flat shading (no material sampling, no lighting).

Translucency

CustomShaderTranslucencyMode governs how alpha writes interact with the render pass:

  • INHERIT (default) — alpha is only honored if the source material is translucent.
  • OPAQUE — force opaque pass.
  • TRANSLUCENT — force translucent pass.

Pitfall: writing material.alpha on an opaque model with INHERIT silently does nothing. Set translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT to make alpha writes effective. See examples/04-translucent-override.js.

Attributes

vsInput.attributes and fsInput.attributes expose glTF vertex attributes. Names are case-sensitive and coordinate-space suffixes are required — the constructor rejects bare position/normal/tangent/bitangent.

Common fields (full table in REFERENCE.md):

  • positionMC — model coords, valid in VS and FS
  • positionWC — world (ECEF) coords, fragment only, low-precision
  • positionEC — eye coords, fragment only
  • normalMC / normalEC — vertex / fragment
  • tangentMC / tangentEC, bitangentMC / bitangentEC
  • texCoord_N, color_N, joints_N, weights_N

> Coordinate-space validation. The constructor scans shader text and throws DeveloperError(" is not available in the shader. Did you mean instead?") for invalid combinations. Examples: positionEC in vertex, normalMC in fragment.

Custom underscore-prefixed glTF attributes (_FEATURE_ID_0, _SURFACE_TEMP) are lowercased and un-prefixed: fsInput.attributes.surface_temp.

FeatureIds

vsInput.featureIds / fsInput.featureIds unify three glTF sources into one struct:

  • featureId_N — feature ID attributes and implicit attributes from EXT_mesh_features (N is the array index in the primitive's featureIds array). Also covers feature ID textures, which are fragment-shader-only.
  • instanceFeatureId_N — per-instance feature IDs from EXT_instance_features + EXT_mesh_gpu_instancing.
  • Named aliases — if glTF specifies "label": "perVertex", then featureIds.perVertex is also available.
  • Legacy 3D Tiles 1.0 BATCH_ID / _BATCHID → transparently renamed to featureId_0.

GLSL type is always int. WebGL 1 loses precision above 2^24.

void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
  int id = fsInput.featureIds.featureId_0;
  if (id == 0)      material.diffuse = vec3(1.0, 0.2, 0.2);  // roof
  else if (id == 1) material.diffuse = vec3(0.2, 0.8, 0.2);  // wall
}

See examples/03-feature-id-tileset.js.

Metadata

EXT_structural_metadata surfaces three source types (all addressable from shaders as of 1.139):

  • Property attributes — per-vertex. Vertex and fragment shaders.
  • Property textures — per-texel. Fragment only.
  • Property tables — per-feature, keyed by feature ID. Added in 1.139 (#13124).
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
  float t = fsInput.metadata.temperature;
  float tMin = fsInput.metadataStatistics.temperature.minValue;
  float tMax = fsInput.metadataStatistics.temperature.maxValue;
  float v = (t - tMin) / (tMax - tMin);
  material.diffuse = vec3(v, 0.0, 1.0 - v);
}

Property ID sanitization (GLSL identifier rules):

  • Non-alphanumeric runs → single _ (temperature ℃temperature_)
  • Leading gl_ stripped (gl_customcustom)
  • Leading digit prefixed with _ (12345_12345)
  • Post-sanitization collisions → undefined behavior

Sibling structs: metadataClass..noData | defaultValue | minValue | maxValue (class-schema bounds) and metadataStatistics..minValue | maxValue | mean | median | standardDeviation | variance | sum (populated only when tileset.json declares statistics).

> 1.139 breaking change (#13135): unsigned integer metadata is no longer cast to signed int. Assigning a UINT property to a GLSL int (int x = fsInput.metadata.myUint;) no longer compiles. Use the matching unsigned type.

Public assets without EXT_structural_metadata on a .glb are scarce — most real-world metadata lives on 3D Tiles. See examples/06-metadata-ramp.js (Cesium3DTileset target).

czmmodelVertexOutput & czmmodelMaterial

czm_modelVertexOutput (vertex shader's inout vsOutput):

struct czm_modelVertexOutput {
  vec3 positionMC;    // initialized to vsInput.attributes.positionMC
  float pointSize;    // overrides gl_PointSize and Cesium3DTileStyle point sizing
};

> Gotcha: mutating positionMC displaces vertices but does not update the primitive's bounding sphere. Heavily displaced vertices can be frustum-culled.

czm_modelMaterial (fragment shader's inout material). All colors are linear RGB. Conditional fields specularWeight / anisotropic* / clearcoatFactor... appear only when KHR_materials_specular / _anisotropy / _clearcoat is active on the primitive (see REFERENCE.md for the full #ifdef-guarded struct):

struct czm_modelMaterial {
  vec4 baseColor; vec3 diffuse; float alpha;
  vec3 specular;  float roughness;
  vec3 normalEC;  float occlusion;  vec3 emissive;
  // + conditional PBR extension fields
};

Built-in czm_* automatic uniforms

Available without declaration. Most useful for CustomShader: czm_frameNumber, czm_pi, czm_model, czm_view, czm_projection, czm_modelView, czm_normal, czm_lightDirectionEC, czm_sunDirectionWC, czm_eyeHeight, czm_sceneMode, czm_viewerPositionWC, czm_splitPosition. Full catalog in REFERENCE.md.

VoxelPrimitive shader subset

Fragment-only. Executes at every raymarching step along the view ray; the final pixel composites all steps. Supplying vertexShaderText is silently ignored.

Reduced struct availability:

  • fsInput.attributes — only positionEC and normalEC.
  • fsInput.featureIdsnot present.
  • fsInput.metadata — fully supported.
  • fsInput.metadataClassnot present.
  • fsInput.metadataStatistics — only minValue and maxValue.

Assigning customShader = undefined falls back to VoxelPrimitive.DefaultCustomShader. See examples/07-voxel-shader.js. For VoxelPrimitive setup (provider, shape, modelMatrix, nearestSampling), see cesiumjs-3d-tiles.

> 1.130 breaking change (#12636): fsInput.voxel.positionUv | positionShapeUv | positionLocal were removed. Use fsInput.attributes.positionEC instead. fsInput.voxel.surfaceNormalfsInput.attributes.normalEC. > 1.142 fix (#13517): the built-in default voxel shader handles common metadata types more robustly. Keep a custom shader only when you need explicit classification, coloring, filtering, or raymarch-step logic.

Common patterns

| File | Target | Demonstrates | |---|---|---| | examples/01-diffuse-tint.js | Model | Time uniform driving material.diffuse | | examples/02-texture-swap.js | Model | TextureUniform, SAMPLER_2D, setUniform | | examples/03-feature-id-tileset.js | Cesium3DTileset | fsInput.featureIds.featureId_0 classification coloring | | examples/04-translucent-override.js | Model (opaque source) | CustomShaderTranslucencyMode.TRANSLUCENT | | examples/05-vertex-displacement.js | Model | vsOutput.positionMC + normal offset | | examples/06-metadata-ramp.js | Cesium3DTileset | fsInput.metadata. + metadataStatistics normalization | | examples/07-voxel-shader.js | VoxelPrimitive | FS-only subset, per-voxel metadata |

CesiumJS 1.139-1.142 version notes

Verbatim from upstream CHANGES.md:

Breaking (1.139, #13135): > Custom Shaders that rely on metadata derived from the EXT_structural_metadata extension no longer cast unsigned integer metadata types to signed integers. Any existing custom shaders that assign UINT-type metadata to local integers (e.g. int myMetadata = vsInput.metadata.myUintMetadata) will no longer compile.

Breaking (1.139, #13170): Fixed precision of point cloud attributes when accessed in a custom fragment shader.

Addition (1.139, #13124): Access to metadata from property tables (previously only attributes/textures).

Addition (1.139, #13135): More metadata types via property textures.

Fix (1.139, #13231): Metadata variable regex extended to metadataClass and metadataStatistics.

Fix (1.139.1, #13247): NGA-GPM local extension + custom shader regression fix.

Fix (1.140, #13258): Custom shaders are no longer disabled for primitives with missing metadata when the metadata exists on the class definition.

Addition (1.140, #13323): Limited double-precision metadata support via downcasting.

Fix (1.142, #13517): Improved default voxel shader for common metadata types.

Breaking (1.130, #12636): Voxel FragmentInput restructured (see VoxelPrimitive section).

Gotchas & pitfalls

  1. Coordinate-space suffix required. positionEC in vertex, normalMC in fragment, or any bare position/normal/tangent/bitangent throws DeveloperError at construction with a suggested alternative.
  2. positionMC is valid in fragment shader — despi

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

No reviews yet — be the first.

Versions

  • v0.1.0 Imported from the upstream source.