- Qt 6.11
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Custom Shaders Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Custom Shaders Example

Demonstrates the use of custom vertex and fragment shaders.

This example demonstrates using a material with completely custom vertex and fragment shader code.

This example is the counterpart to the custommaterials example, which demonstrates the other group of custom materials: `shaded` materials where the shader code snippet augments a PrincipledMaterial, rather than replacing it.

#### Implementing a custom material

In this example, a mesh is deformed by the vertex shader according to a sine function. The end result is controlled by two sliders corresponding to the time and amplitude values of the sine function.

The fragment shader is used to color the mesh according to the position values of the vertices. There are two fragment shaders included: one with and without texturing. The textured version samples a texture that is source from either an image file, or from a live Qt Quick layer.

The material does not participate in the default lighting or shadowing system, and therefore has its shadingMode property set to `CustomMaterial.Unshaded`.

See CustomMaterial for a detailed description of custom material capabilities.

     CustomMaterial {
         id: root
         property real time: 0.0
         property real amplitude: 5.0
         property real alpha: 1.0

         property bool texturing: false
         property bool textureFromItem: false
         property Item texSrc
         Texture {
             id: texFromFile
             source: "qt_logo.png"
         }
         Texture {
             id: texFromItem
             sourceItem: root.texSrc
         }
         property TextureInput tex: TextureInput {
             enabled: root.texturing
             texture: root.textureFromItem ? texFromItem : texFromFile
         }

         shadingMode: CustomMaterial.Unshaded
         sourceBlend: root.alpha < 1.0 ? CustomMaterial.SrcAlpha : CustomMaterial.NoBlend
         destinationBlend: root.alpha < 1.0 ? CustomMaterial.OneMinusSrcAlpha : CustomMaterial.NoBlend
         cullMode: CustomMaterial.BackFaceCulling

         vertexShader: "example.vert"
         fragmentShader: root.texturing ? "example_tex.frag" : "example.frag"
     }

#### Using a custom material

A custom material using custom shaders is used the same way as any other material. The uniforms in the shader can be easily updated through QML property bindings.

     Model {
         position: Qt.vector3d(0, 0, 0)
         NumberAnimation on eulerRotation.y {
             from: 0
             to: 360
             duration: 3000
             loops: -1
             running: control.animateRotation
         }
         scale: Qt.vector3d(2, 2, 2)
         source: "#Sphere"
         materials: [
             ExampleMaterial {
                 id: exampleMaterial
                 time: control.time
                 amplitude: control.amplitude
                 alpha: control.alpha
                 texturing: control.texturing
                 textureFromItem: control.textureFromItem
                 texSrc: Rectangle {
                     layer.enabled: true
                     layer.textureMirroring: ShaderEffectSource.NoMirroring
                     visible: false
                     SequentialAnimation on color {
                         ColorAnimation { from: "black"; to: "yellow"; duration: 2000 }
                         ColorAnimation { from: "yellow"; to: "cyan"; duration: 1000 }
                         ColorAnimation { from: "cyan"; to: "black"; duration: 500 }
                         loops: -1
                     }
                     width: 512
                     height: 512
                     Image {
                         source: "qt_logo.png"
                         anchors.centerIn: parent
                     }
                 }
             }
         ]
     }

Example project @ code.qt.io