Shader Effects Libraries

Two complementary tools for adding shader-based visual effects to web projects without writing GLSL: Shader Gradient for animated 3D gradients, and Shaders.com for composable WebGPU components.

Design Position

Field Value
Design family Motion, effects, texture, and illustration
Use when Use when motion, effects, texture, sound, or illustration depends on Shader Effects Libraries.
System map Design System Map
Proof path Reduced-motion fallback, performance budget, and screenshot or video proof for the visual treatment.

For the broader effects/motion source shelf, start with Design Effects and Motion Sources. For component-source selection, start with Component Library Sources and Shaders.com. For engine/source selection across WebGL, Three.js, R3F, no-code WebGL, and asset/mockup tools, start with Web3D Library Ranking. This page owns shader-specific tools and adjacent shader-like visual processors.

Shader Gradient (shadergradient.co)

Visual editor for creating animated 3D gradient backgrounds. Customize shape, colors, motion, and camera view with real-time parameter tweaking. Exports to Framer, Figma, and React components. Primary use: hero sections, backgrounds, and decorative UI elements.

The library behind it is ruucm/shadergradient (@shadergradient/react, ~1.3k★, built on React Three Fiber): a declarative <ShaderGradient> inside <ShaderGradientCanvas> whose props (type plane/sphere/waterPlane, uSpeed/uStrength/uDensity, color1–3, envPreset, grain) map straight to GLSL uniforms — shader visuals without writing GLSL. v2 splits @shadergradient/react (renderer) from @shadergradient/ui (Framer/Figma controls); the .co editor exports a URL string you paste into props. Next.js 15 App Router needs R3F v9 + React 19. Source: github.com/ruucm/shadergradient, 2026-06-15

Kevin's 2026-06-25 design-folder preset is a slow, grain-enabled sphere with teal/orange/steel colors and an angled camera. Store the exact URL only in the sanitized raw note; use the page summary to recreate the direction without cluttering agent prompts with a huge query string. Source: raw/notes/design-folder-sites-2026-06-25.md

Shaders.com

See Shaders.com for the dedicated product page. In this shelf, Shaders.com is the component-library route for composable WebGPU effects and the entry point to agent-native preset search through Shaders MCP.

Use it when a web UI needs shader material as a component source, not when a flat CSS gradient or static texture would carry the design with less runtime risk.

Shader and effect discovery sources

Source Use
Shader Lab Basement's shader-tool surface for stacking, tuning, and animating shader looks. Use as a reference for parameter vocabulary and effect combinations.
Shader Gallery Browseable shader inspiration gallery for visual language and effect taxonomy.
React Bits Liquid Chrome Copy-paste React background/effect candidate; route through Component Library Sources before implementation.
Unicorn Studio No-code WebGL editor for interactive shader-like effects; useful for dither/glyph/mouse-trail/god-ray prototypes before deciding whether to embed, rebuild, or flatten.
Claude Fable 5 Drowned Spires II Prompt-to-GLSL/WebGL reference: neo-gothic towers, storm ocean, wave motion, lit windows, and atmospheric depth generated from a short Fable prompt.
GSAP Showcase Motion/reference gallery for scroll and timeline-heavy sites; route implementation through Frontend and Design Skills if GSAP is warranted.
Anime.js Lightweight animation engine; route implementation through Frontend and Design Skills.
Dither Vector dither/halftone treatment that can replace runtime shader texture in static/editorial surfaces.
ASCII Magic Client-side ASCII/pixel/voxel/glitch image and video treatment; useful for exported assets and loading/404 concepts.
Heerich.js SVG voxel 3D when the effect wants isometric/vector output instead of WebGL.
ContentCore Create/export visual content as images or videos. Use as a render/content asset source for 3D-ish, typographic, and motion content, not as a web runtime library.
LS Graphics High-end mockups, 3D icons/illustrations, device renders, abstractions, Figma/Photoshop assets, and online mockup tools. Use as an asset/mockup source, not as runtime WebGL.
Charcuterie Unicode/glyph exploration for textural UI and terminal-style artifacts.

Liquid metal & glass

Two shader effects that went viral in 2026, each with a dedicated tool page:

When to Use

Shader Gradient for quick animated backgrounds and hero sections. Shaders.com for richer composable effects when building interactive or immersive experiences. Both avoid the learning curve of raw GLSL/WGSL while preserving creative control. For agent-driven shader discovery and the Bolt/MCP/<DOMTexture> surfaces of Shaders.com, see Shaders MCP. For resolution-independent vector 3D (voxel scenes rendered to SVG, no WebGL) reach for Heerich.js instead of a shader pipeline. For exported content, social assets, 3D mockups, and illustration packs, use ContentCore or LS Graphics before introducing runtime WebGL.

Integrations

Bolt.new Connector (Shaders Pro, 2026-04-22)

Shaders.com shipped an official Bolt.new connector for Pro subscribers. In a Bolt project, the agent can search across hundreds of shader presets, install the chosen component, and customize parameters inline - no manual copy/paste of shader code. The connector turns Shaders.com into an agent-accessible preset library: prompt → preset search → install → ship. Source: Shaders.com announcement, 2026-04-22

Kevin has a Shaders Pro subscription, so this connector is available in his Bolt workflows. Source: User, 2026-04-22

Pattern worth noting: this is the same "agent-native" move that Paper Design Tool made with MCP - treating the design asset library as a tool surface an agent can call, rather than a site a human visits. Expect more component/asset libraries to ship Bolt/Cursor/Claude connectors this year.


Timeline