cesiumjs-materials-shaders ยท diff
git:20260601.e67e5c6 to git:20260716.ba1c2d1
1 added, 1 removed. Audit A to A.
---
name: cesiumjs-materials-shaders
description: "CesiumJS materials and post-processing โ Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects."
---
# CesiumJS Materials, Shaders & Post-Processing
- Version baseline: CesiumJS 1.142 (June 2026). All imports use ES module style.
+ Version baseline: CesiumJS 1.143 (July 2026). All imports use ES module style.
## Material System (Fabric JSON)
`Material` defines surface appearance for **Primitives** through a JSON schema called Fabric. Materials compile to GLSL and are consumed by `MaterialAppearance` or `PolylineMaterialAppearance`.
### Built-in Material Types
**Surface:** `Color` (color), `Image` (image, repeat), `DiffuseMap`, `AlphaMap`, `SpecularMap`, `EmissionMap` (image, channel(s), repeat), `BumpMap`, `NormalMap` (image, channel(s), strength, repeat).
**Patterns:** `Grid` (color, cellAlpha, lineCount, lineThickness), `Stripe` (evenColor, oddColor, repeat), `Checkerboard` (lightColor, darkColor, repeat), `Dot` (lightColor, darkColor, repeat).
**Effects:** `Water` (baseWaterColor, normalMap, frequency, animationSpeed), `RimLighting` (color, rimColor, width), `Fade` (fadeInColor, fadeOutColor, maximumDistance).
**Terrain:** `ElevationContour` (color, spacing, width), `ElevationRamp` (image, minimumHeight, maximumHeight).
**Polyline:** `PolylineArrow` (color), `PolylineDash` (color, gapColor, dashLength, dashPattern), `PolylineGlow` (color, glowPower, taperPower), `PolylineOutline` (color, outlineColor, outlineWidth).
### Creating Materials
```js
import { Material, Color, Cartesian2 } from "cesium";
// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });
// Full Fabric notation
const gridMat = new Material({
fabric: {
type: "Grid",
uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
},
});
// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });
```
### Custom Fabric with GLSL Source
Use `source` for inline GLSL. Uniforms declared in `uniforms` are available by name in the shader.
```js
import { Material, Color } from "cesium";
const pulseMaterial = new Material({
fabric: {
uniforms: { color: Color.CYAN, speed: 2.0 },
source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
czm_material material = czm_getDefaultMaterial(materialInput);
float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
material.diffuse = color.rgb;
material.alpha = color.a * pulse;
return material;
}`,
},
translucent: true,
});
```
### Applying Materials to Primitives
```js
import { Primitive, GeometryInstance, RectangleGeometry, Rectangle,
MaterialAppearance, Material, Color, Cartesian2 } from "cesium";
viewer.scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new RectangleGeometry({ rectangle: Rectangle.fromDegrees(-100, 30, -90, 40) }),
}),
appearance: new MaterialAppearance({
material: Material.fromType("Checkerboard", {
lightColor: Color.WHITE, darkColor: Color.BLACK, repeat: new Cartesian2(4, 4),
}),
}),
}));
```
### Compositing Sub-Materials (Fabric `materials` + `components`)
```js
import { Material, Color } from "cesium";
const compositeMat = new Material({ fabric: {
materials: {
gridMaterial: { type: "Grid" },
colorMaterial: { type: "Color", uniforms: { color: Color.BLUE } },
},
components: {
diffuse: "gridMaterial.diffuse + 0.2 * colorMaterial.diffuse",
alpha: "min(gridMaterial.alpha, colorMaterial.alpha)",
},
}});
```
## CustomShader
`CustomShader` injects user GLSL into `Model`, `Cesium3DTileset`, and `VoxelPrimitive` rendering, with access to vertex attributes, feature IDs, and `EXT_structural_metadata`.
**For shader authoring โ struct reference, metadata access, feature IDs, voxel subset, 1.139 breaking changes, and seven worked examples โ see the `cesiumjs-custom-shader` skill.** This skill owns the `CustomShader` integration surface; the authoring depth lives there.
Minimal example:
```js
import { CustomShader, Model } from "cesium";
const shader = new CustomShader({
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
material.diffuse = vec3(1.0, 0.5, 0.0);
}
`,
});
const model = await Model.fromGltfAsync({ url: "./building.glb", customShader: shader });
viewer.scene.primitives.add(model);
```
## ImageBasedLighting
Controls PBR image-based lighting for `Model` and `Cesium3DTileset`. `imageBasedLightingFactor` (Cartesian2) scales diffuse (x) and specular (y) from 0 to 1. Diffuse comes from `sphericalHarmonicCoefficients` (array of 9 Cartesian3, L0-L2). Specular comes from `specularEnvironmentMaps` (URL to KTX2 cube map).
```js
import { ImageBasedLighting, Cartesian2, Cartesian3 } from "cesium";
const coefficients = [ // 9 Cartesian3 values for L0..L2 bands
new Cartesian3(0.35, 0.35, 0.38), new Cartesian3(0.11, 0.11, 0.11),
new Cartesian3(0.04, 0.04, 0.04), new Cartesian3(-0.08, -0.08, -0.08),
new Cartesian3(-0.02, -0.02, -0.02), new Cartesian3(0.04, 0.04, 0.04),
new Cartesian3(-0.06, -0.06, -0.06), new Cartesian3(0.01, 0.01, 0.01),
new Cartesian3(-0.03, -0.03, -0.03),
];
const ibl = new ImageBasedLighting({
imageBasedLightingFactor: new Cartesian2(1.0, 1.0),
sphericalHarmonicCoefficients: coefficients,
specularEnvironmentMaps: "./environment/specular.ktx2",
});
const model = await Cesium.Model.fromGltfAsync({ url: "./helmet.glb", imageBasedLighting: ibl });
viewer.scene.primitives.add(model);
// Disable: model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0);
```
## Post-Processing
Screen-space pipeline via `viewer.scene.postProcessStages` (`PostProcessStageCollection`). Stages execute in order; each reads `colorTexture` and `depthTexture`.
### Built-in Effects (PostProcessStageLibrary)
`createBlurStage()` (delta, sigma, stepSize), `createDepthOfFieldStage()` (focalDistance, delta, sigma, stepSize), `createEdgeDetectionStage()` (color, length), `createSilhouetteStage()` (color, length), `createBlackAndWhiteStage()` (gradations), `createBrightnessStage()` (brightness), `createNightVisionStage()`, `createLensFlareStage()` (intensity, distortion, ghostDispersal, haloWidth).
### Collection Stages (Bloom, AO, FXAA, Tonemapping)
Bloom, ambient occlusion, and FXAA are accessed directly on the collection (not via the library). Tonemapping defaults to `PBR_NEUTRAL`.
```js
import { Tonemapper, PostProcessStageLibrary } from "cesium";
// Bloom
viewer.scene.postProcessStages.bloom.enabled = true;
viewer.scene.postProcessStages.bloom.uniforms.contrast = 128.0;
viewer.scene.postProcessStages.bloom.uniforms.brightness = -0.3;
// Ambient Occlusion (HBAO)
viewer.scene.postProcessStages.ambientOcclusion.enabled = true;
viewer.scene.postProcessStages.ambientOcclusion.uniforms.intensity = 3.0;
// FXAA
viewer.scene.postProcessStages.fxaa.enabled = true;
// Tonemapping: REINHARD, MODIFIED_REINHARD, FILMIC, ACES, PBR_NEUTRAL (default)
viewer.scene.postProcessStages.tonemapper = Tonemapper.ACES;
viewer.scene.postProcessStages.exposure = 1.2; // <1 darker, >1 brighter
// Depth of field (added via library)
const dof = viewer.scene.postProcessStages.add(
PostProcessStageLibrary.createDepthOfFieldStage()
);
dof.uniforms.focalDistance = 500.0; // meters from camera
dof.uniforms.sigma = 3.8;
```
### Custom PostProcessStage
Custom stages receive `colorTexture`, `depthTexture` (sampler2D) and `v_textureCoordinates` (vec2). Output via `out_FragColor`. Uniforms can be constants or functions (re-evaluated each frame).
```js
import { PostProcessStage } from "cesium";
const sepia = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform float intensity;
void main() {
vec4 c = texture(colorTexture, v_textureCoordinates);
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
out_FragColor = vec4(mix(c.rgb, gray * vec3(1.2, 1.0, 0.8), intensity), c.a);
}`,
uniforms: { intensity: () => 0.8 }, // function uniform, re-evaluated each frame
}));
```
### Selected Feature Highlighting
Use `czm_selected()` in the fragment shader and assign features to `stage.selected`.
```js
import { PostProcessStage, Color } from "cesium";
const highlight = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform vec4 highlight;
void main() {
vec4 color = texture(colorTexture, v_textureCoordinates);
if (czm_selected()) {
out_FragColor = vec4(mix(color.rgb, highlight.rgb, highlight.a), 1.0);
} else { out_FragColor = color; }
}`,
uniforms: { highlight: () => new Color(1.0, 1.0, 0.0, 0.5) },
}));
highlight.selected = [pickedFeature];
```
### PostProcessStageComposite
```js
import { PostProcessStage, PostProcessStageComposite, PostProcessStageLibrary } from "cesium";
const blur = PostProcessStageLibrary.createBlurStage();
const combine = new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; uniform sampler2D blurTexture;
in vec2 v_textureCoordinates;
void main() {
vec4 orig = texture(colorTexture, v_textureCoordinates);
vec4 blurred = texture(blurTexture, v_textureCoordinates);
out_FragColor = mix(orig, blurred, 0.5);
}`,
uniforms: { blurTexture: blur.name }, // reference another stage's output by name
});
viewer.scene.postProcessStages.add(new PostProcessStageComposite({
stages: [blur, combine],
inputPreviousStageTexture: false, // both read the original scene texture
}));
```
### Managing Stages
```js
viewer.scene.postProcessStages.remove(sepia); // remove specific stage
dof.enabled = false; // disable without removing
viewer.scene.postProcessStages.removeAll(); // remove all custom stages
```
## BlendingState
Predefined blending presets for `Appearance.renderState` on Primitives.
| Preset | Behavior |
|--------|---------|
| `BlendingState.DISABLED` | No blending |
| `BlendingState.ALPHA_BLEND` | Standard alpha: `src*srcA + dst*(1-srcA)` |
| `BlendingState.PRE_MULTIPLIED_ALPHA_BLEND` | Premultiplied: `src + dst*(1-srcA)` |
| `BlendingState.ADDITIVE_BLEND` | Additive: `src*srcA + dst` |
```js
import { MaterialAppearance, BlendingState, Material, Color } from "cesium";
const appearance = new MaterialAppearance({
material: Material.fromType("Color", { color: Color.RED.withAlpha(0.5) }),
renderState: { depthTest: { enabled: true }, blending: BlendingState.ALPHA_BLEND },
});
```
## Performance Tips
1. Prefer `Material.fromType()` for built-in types -- cached shader programs avoid recompilation.
2. Use `Material.fromTypeAsync()` for texture materials to prevent default-texture flicker.
3. Set `PostProcessStage.textureScale` below 1.0 (e.g., 0.5) to reduce pixels processed in expensive stages.
4. Disable unused built-in stages (`bloom.enabled = false`) -- enabled stages consume GPU resources.
5. Combine effects in a `PostProcessStageComposite` to reduce intermediate texture allocations.
6. Minimize `PostProcessStage` count -- each requires a full-screen draw call and framebuffer.
## See Also
- **cesiumjs-custom-shader** -- GLSL authoring for `Model.customShader`, `Cesium3DTileset.customShader`, `VoxelPrimitive.customShader` (struct reference, metadata, feature IDs)
- **cesiumjs-primitives** -- Geometry, Appearances, and Material application on Primitive API objects
- **cesiumjs-3d-tiles** -- Cesium3DTileset loading and styling
- **cesiumjs-models-particles** -- Model loading and glTF