Skill v1.0.1
currentAutomated scan100/100Merge pull request #24 from gaopengbin/codex/fix-camera-target-framing
version: "1.0.1" name: cesiumjs-custom-shader description: "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."
CesiumJS CustomShader
Version baseline: CesiumJS 1.144. 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 FabricMaterial,ImageBasedLighting,PostProcessStage(bloom, SSAO, FXAA, tonemapping).cesiumjs-3d-tiles— for declarative per-feature coloring viaCesium3DTileStyle, and forVoxelPrimitivesetup/configuration.cesiumjs-models-particles— forModel.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);}`,});const model = await Model.fromGltfAsync({ url: "./aircraft.glb", customShader: shader });viewer.scene.primitives.add(model);
Note: Writingmaterial.alpharequirestranslucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT— see "Translucency" below. On opaque models with the defaultINHERITmode, alpha writes are silently ignored.
Visual eval framing: after adding a shaderedModel, wait until the modelis ready enough to render, then frame a known target point explicitly. Do notrely on the first post-load frame or on a tiny default-scale model. For publicmodel evals, setminimumPixelSize(usually 256-400), use a moderatescale,and add a silhouette or strong color tint when the shader effect is the thingbeing judged.
Applying a CustomShader
Model — constructor option or mutable property:
const model = await Model.fromGltfAsync({ url, customShader });model.customShader = newShader; // hot-swapmodel.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 theCesium3DTileset.customShaderJSDoc: "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_MATERIALlightingModel, // LightingModel — if omitted, model's default is preservedtranslucencyMode, // CustomShaderTranslucencyMode — default INHERITuniforms, // { [name]: { type: UniformType, value } } — default {}varyings, // { [name]: VaryingType } — default {}vertexShaderText, // string or undefinedfragmentShaderText, // 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. VEC3 → Cartesian3). 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 + height — exactly 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 <type> <name> in the vertex shader and in <type> <name> 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, VEC2–VEC4, MAT2–MAT4. No INT/BOOL/SAMPLER variants.
Modes & lighting
`CustomShaderMode`:
MODIFY_MATERIAL(default) — runs after the material stage, before lighting.czm_modelMaterialis 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.diffusebecomes 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.
import { CustomShader, CustomShaderTranslucencyMode } from "cesium";const shader = new CustomShader({translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT,fragmentShaderText: `void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {material.diffuse = vec3(0.2, 0.6, 1.0);material.alpha = 0.5; // honored because translucencyMode is TRANSLUCENT}`,});
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 FSpositionWC— world (ECEF) coords, fragment only, low-precisionpositionEC— eye coords, fragment onlynormalMC/normalEC— vertex / fragmenttangentMC/tangentEC,bitangentMC/bitangentECtexCoord_N,color_N,joints_N,weights_N
Coordinate-space validation. The constructor scans shader text and throwsDeveloperError("<name> is not available in the <stage> shader. Did you mean <alt> instead?")for invalid combinations. Examples:positionECin vertex,normalMCin 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 fromEXT_mesh_features(N is the array index in the primitive'sfeatureIdsarray). Also covers feature ID textures, which are fragment-shader-only.instanceFeatureId_N— per-instance feature IDs fromEXT_instance_features+EXT_mesh_gpu_instancing.- Named aliases — if glTF specifies
"label": "perVertex", thenfeatureIds.perVertexis also available. - Legacy 3D Tiles 1.0
BATCH_ID/_BATCHID→ transparently renamed tofeatureId_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); // roofelse 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_custom→custom) - Leading digit prefixed with
_(12345→_12345) - Post-sanitization collisions → undefined behavior
Sibling structs: metadataClass.<prop>.noData | defaultValue | minValue | maxValue (class-schema bounds) and metadataStatistics.<prop>.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 aUINTproperty to a GLSLint(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).
czm_modelVertexOutput & czm_modelMaterial
`czm_modelVertexOutput` (vertex shader's inout vsOutput):
struct czm_modelVertexOutput {vec3 positionMC; // initialized to vsInput.attributes.positionMCfloat pointSize; // overrides gl_PointSize and Cesium3DTileStyle point sizing};
Gotcha: mutatingpositionMCdisplaces 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— onlypositionECandnormalEC.fsInput.featureIds— not present.fsInput.metadata— fully supported.fsInput.metadataClass— not present.fsInput.metadataStatistics— onlyminValueandmaxValue.
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 | positionLocalwere removed. UsefsInput.attributes.positionECinstead.fsInput.voxel.surfaceNormal→fsInput.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.<prop> + 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 theEXT_structural_metadataextension 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
- Coordinate-space suffix required.
positionECin vertex,normalMCin fragment, or any bareposition/normal/tangent/bitangentthrowsDeveloperErrorat construction with a suggested alternative. - `positionMC` is valid in fragment shader — despite the
MCsuffix. OnlynormalMC/tangentMC/bitangentMCare FS-rejected. - Vertex displacement does not update bounding sphere. Displaced vertices may be frustum-culled unexpectedly.
- `Cesium3DTileStyle` + CustomShader = undefined behavior. Per upstream JSDoc. Choose one per tileset.
- `SAMPLER_CUBE` rejected at construction. Use
SAMPLER_2Donly. - Parameter-name contract.
vsInput,vsOutput,fsInput,materialare scanned by regex — renaming breaks codegen. - `TextureUniform` URL-vs-typedArray XOR. Supplying both or neither throws.
typedArrayrequireswidth+height. - Alpha writes on opaque models are silently ignored under `INHERIT`. Set
translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT— do not just writematerial.alphaand expect it to work. - `customShader.destroy()` required. Call when disposing of a shader that holds texture uniforms — otherwise its
TextureManagerleaks GPU resources. - `vsOutput.pointSize` overrides `Cesium3DTileStyle` point sizing. Don't set it unless intended.
- Metadata property IDs are sanitized. Non-alphanumeric →
_; leadinggl_stripped; collisions are undefined behavior. - UINT metadata now preserves signedness (1.139+, #13135). Use
uint x = fsInput.metadata.prop;, notint x = .... - `customShader` on `Cesium3DTileset` is `@experimental`. May change without Cesium's standard deprecation policy.
- Tilesets: only `Model`-backed tile content uses CustomShader. Native I3S and other formats are unaffected.
Performance tips
REPLACE_MATERIALskips the material stage (textures, PBR inputs not sampled).LightingModel.UNLITskips lighting math — combine withREPLACE_MATERIALfor flat procedural shading.- Write to varyings in vertex rather than recomputing per-fragment.
- Avoid per-frame
setUniformofSAMPLER_2D— it triggers async texture reload. Useurlonce and hold the reference. - Call
customShader.destroy()on teardown to release GPU texture resources.
See also
- `REFERENCE.md` — full struct tables (
Attributes,FeatureIds,Metadata/Class/Statistics), enum value tables, built-inczm_*uniform catalog, coordinate-space validation error reference. - `examples/` — seven compile-tested snippets.
examples/_sandcastle-template.htmlis the internal scaffold;examples/README.mddocuments the layout. - `cesiumjs-materials-shaders` — Fabric
Material,ImageBasedLighting,PostProcessStage. - `cesiumjs-3d-tiles` —
Cesium3DTileStyle,Cesium3DTilesetsetup,VoxelPrimitiveinstantiation. - `cesiumjs-models-particles` —
Model.fromGltfAsync,ModelFeature.getProperty(), animations. - `cesiumjs-primitives` — Fabric on Appearances for classic Primitive geometry.
- CesiumJS Custom Shader Guide —
Documentation/CustomShaderGuide/README.mdonCesiumGS/cesiummain.