A procedural cel-shade material editor with real-time 3D preview. Everything runs in-browser, single file, zero dependencies.
Left Panel — Timeline, Curve Editor, Motion & Destruction, Audio Reactive. These are the animation and performance tools.
Center — 3D viewport. Drag to orbit, scroll to zoom. The object updates in real-time as you tweak parameters.
Right Panel — 4 tabs: Shape (geometry, displacement, morphing), Style (palette, bands, textures, lighting, post-process), Particles, Export.
Render Mode — Switch between Mesh (polygon-based) and SDF Raymarching (distance field, infinite resolution). SDF has its own primitives and boolean operations.
Geometry — 11 base shapes from Sphere to Torus Knot. Import custom .GLB meshes.
Displacement — 3 octaves of noise layered on the surface. Controls amplitude, frequency per octave.
Shape — Stretch, taper, twist, asymmetry, profile sculpting (bottom/mid/top), morph blending to other shapes, dissolve modes.
Flow — Speed and scale of the noise animation driving the surface.
Palette — 5-band classic mode or free-form color ramp (up to 8 stops). Click the ramp track to add stops, drag handles to reposition.
Bands — Thresholds between color bands, distance mapping, shading softness.
Texture — Project an uploaded image onto the surface (spherical, planar, cylindrical) with blend modes.
Edge Noise — Adds detail to band edges. Overlay patterns: dots, hatching, crosshatch.
Emission / Lighting — Glow, rim light, iridescence, emissive patterns (lava veins), fake SSS (subsurface scattering).
GLSL Inject — Write custom GLSL code injected into the fragment shader. Access col, t, vPos, uTime.
Post-Process — Bloom, chromatic aberration, vignette, contrast, saturation, tint, trails, heat haze. NEW v13: ACES/Filmic tone mapping, god rays, film grain, split-tone grading, sharpening, lens distortion, letterbox, scanlines.
Scene — Background, ground plane, multi-object clones (max 5).
Up to 300 GPU particles with turbulence, emission shapes (point/ring/sphere/cone), gravity, velocity trail stretching, size-over-life curves.
PNG, normal map, spritesheet, animated GIF. PBR material pack (roughness, metallic, AO, height, emissive). Native Godot .gdshader, Unity .shader, and Three.js module export. JSON import/export with URL sharing.
Keyframe animation system. Add keyframes at different times, and parameters interpolate between states. Supports loop and scrubbing.
Edit Bezier animation curves per parameter. Presets: linear, ease in/out, bounce, elastic. Drag points and control handles.
Launch the object along a path (linear, arc, orbit) with scale/glow changes during flight. At impact: explode into fragments with physics, dissolve, or implode. Screen shake + shockwave + spark burst.
Connect microphone or audio file. FFT frequency bands drive shader parameters: bass→displacement, mids→glow, highs→edge, volume→bloom.
The dice button uses an intelligent archetype system (12 archetypes: Inferno, Crystal, Organic, Cosmic, etc.) with coherent palettes from color theory and feature correlation. Check browser console for which archetype was selected.
Ctrl+Z Undo · Ctrl+Shift+Z Redo · Scroll Zoom · Drag Orbit
3 independent shader layers, each with its own displacement, palette, animation. Toggle on/off, adjust opacity, copy parameters between layers.