Best for
- Use when reading EXT_mesh_features or EXT_structural_metadata property textures/tables, vertex displacement, or shading VoxelPrimitive.
CesiumGS/cesiumjs-skills/skills/cesiumjs-custom-shader/SKILL.md
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.
Decision brief
Version baseline: CesiumJS 1.143. All imports use ES module style.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/CesiumGS/cesiumjs-skills --skill "skills/cesiumjs-custom-shader"Inspect the Agent Skill "cesiumjs-custom-shader" from https://github.com/CesiumGS/cesiumjs-skills/blob/066c44ba85b4001cd5084d96179d6b73fc1a32e1/skills/cesiumjs-custom-shader/SKILL.md at commit 066c44ba85b4001cd5084d96179d6b73fc1a32e1. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
Fabric Material for entity polylines/polygons/walls — see cesiumjs-materials-shaders.
Review the “Minimal example” section in the pinned source before continuing.
Model — constructor option or mutable property:
Either vertexShaderText or fragmentShaderText is typically required. See REFERENCE.md for exhaustive enum values.
The runtime calls these from generated pipeline stages. Parameter names are part of the contract — renaming them breaks the shader.
Permission review
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 93/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 114 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Version baseline: CesiumJS 1.143. 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().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.EXT_structural_metadata / EXT_mesh_features in glTF — tooling concern, not runtime.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);
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.customShaderJSDoc: "Using custom shaders with aCesium3DTileStylemay 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.
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.
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) { ... }
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.
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.
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.Pair REPLACE_MATERIAL + UNLIT for pure procedural flat shading (no material sampling, no lighting).
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.
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_NCoordinate-space validation. The constructor scans shader text and throws
DeveloperError("<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.
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."label": "perVertex", then featureIds.perVertex is also available.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.
EXT_structural_metadata surfaces three source types (all addressable from shaders as of 1.139):
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):
_ (temperature ℃ → temperature_)gl_ stripped (gl_custom → custom)_ (12345 → _12345)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 a
UINTproperty 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 (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
positionMCdisplaces 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
};
czm_* automatic uniformsAvailable 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.
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.featureIds — not present.fsInput.metadata — fully supported.fsInput.metadataClass — not 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 | 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.
| 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 |
Verbatim from upstream CHANGES.md:
Breaking (1.139, #13135):
Custom Shaders that rely on metadata derived from the
EXT_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).
positionEC in vertex, normalMC in fragment, or any bare position/normal/tangent/bitangent throws DeveloperError at construction with a suggested alternative.positionMC is valid in fragment shader — despite the MC suffix. Only normalMC/tangentMC/bitangentMC are FS-rejected.Cesium3DTileStyle + CustomShader = undefined behavior. Per upstream JSDoc. Choose one per tileset.SAMPLER_CUBE rejected at construction. Use SAMPLER_2D only.vsInput, vsOutput, fsInput, material are scanned by regex — renaming breaks codegen.TextureUniform URL-vs-typedArray XOR. Supplying both or neither throws. typedArray requires width + height.INHERIT. Set translucencyMode: TRANSLUCENT.customShader.destroy() required. Call when disposing of a shader that holds texture uniforms — otherwise its TextureManager leaks GPU resources.vsOutput.pointSize overrides Cesium3DTileStyle point sizing. Don't set it unless intended._; leading gl_ stripped; collisions are undefined behavior.uint x = fsInput.metadata.prop;, not int x = ....customShader on Cesium3DTileset is @experimental. May change without Cesium's standard deprecation policy.Model-backed tile content uses CustomShader. Native I3S and other formats are unaffected.REPLACE_MATERIAL skips the material stage (textures, PBR inputs not sampled).LightingModel.UNLIT skips lighting math — combine with REPLACE_MATERIAL for flat procedural shading.setUniform of SAMPLER_2D — it triggers async texture reload. Use url once and hold the reference.customShader.destroy() on teardown to release GPU texture resources.REFERENCE.md — full struct tables (Attributes, FeatureIds, Metadata/Class/Statistics), enum value tables, built-in czm_* uniform catalog, coordinate-space validation error reference.examples/ — seven compile-tested snippets. examples/_sandcastle-template.html is the internal scaffold; examples/README.md documents the layout.cesiumjs-materials-shaders — Fabric Material, ImageBasedLighting, PostProcessStage.cesiumjs-3d-tiles — Cesium3DTileStyle, Cesium3DTileset setup, VoxelPrimitive instantiation.cesiumjs-models-particles — Model.fromGltfAsync, ModelFeature.getProperty(), animations.cesiumjs-primitives — Fabric on Appearances for classic Primitive geometry.Documentation/CustomShaderGuide/README.md on CesiumGS/cesium main.Frequently asked questions
Version baseline: CesiumJS 1.143. All imports use ES module style.
The source record exposes this install command: npx skills add https://github.com/CesiumGS/cesiumjs-skills --skill "skills/cesiumjs-custom-shader". Inspect the command and pinned source before running it.