To create custom shaders in Babylon.js, follow these steps :1. Write shader code : Create vertex and fragment shaders using GLSL language. Vertex shader handles vertices’ positions, while fragment shader defines color and texture.
2. Prepare ShaderMaterial : Instantiate a new ShaderMaterial object, passing the shader’s unique name and scene reference. Set its properties like backFaceCulling, wireframe, etc., as needed.
3. Load shaders : Use setVertexShaderPath() and setFragmentShaderPath() methods to load external .vertex.fx and .fragment.fx files or setVertexShaderSource() and setFragmentShaderSource() for inline code.
4. Define attributes and uniforms : Call bindAttribLocation() method to specify attribute locations (e.g., position, normal). For uniforms, use getEffect() to access Effect object and call setXXX methods (e.g., setFloat, setVector3).
5. Apply textures : If using textures, assign them to ShaderMaterial by calling setTexture() with uniform name and Texture object.
6. Assign material to mesh : Set the custom ShaderMaterial as the material property of your desired mesh.
Example :
const shaderMaterial = new BABYLON.ShaderMaterial("customShader", scene);
shaderMaterial.setVertexShaderSource(vertexCode);
shaderMaterial.setFragmentShaderSource(fragmentCode);
shaderMaterial.bindAttribLocation("position", 0);
shaderMaterial.getEffect().setFloat("time", timeValue);
shaderMaterial.setTexture("textureSampler", new BABYLON.Texture("path/to/texture.png", scene));
mesh.material = shaderMaterial;?