Override shading through chunks
SkillDev toolsUse when a PlayCanvas StandardMaterial needs custom shading its properties cannot express — procedural or stylized looks, custom vertex displacement, per-material screen effects — before writing a standalone shader from scratch.
Available today. Use it from your connected AI after setup.
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Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Override shading through chunks skill
What this skill tells your AI
The instructions your AI receives, as published by playcanvas/skills in skills/override-shader-chunks/SKILL.md and read by ahel’s review.
A StandardMaterial's shader is assembled from named chunks (lighting, combine, transform, and
more). Overriding one keeps the rest of the pipeline — fog, tonemapping, shadows, skinning,
instancing — intact. Reach for a fully custom ShaderMaterial only when the look needs a stage the
chunk system does not expose at all (its own vertex/fragment pair and attribute layout); a chunk
override is the default for everything else, since it is cheaper and stays integrated.
Pin the version, read the source
Set material.shaderChunksVersion to the installed engine's major.minor (for example '2.22')
before shipping any override. Chunk names and their contracts — what a chunk defines, what globals
it reads or writes — are version-keyed and change between releases. Read the installed playcanvas
source for the exact chunk being touched; do not recall its contract from memory or an older
version's documentation.
Clone before overriding a shared material
Clone a material that other mesh instances share — including default and asset-imported materials —
before changing its chunks, properties, or material-level parameters for only some meshes, and assign
the clone. For per-mesh uniforms, use meshInstance.setParameter() without cloning the material.
Set chunks through the documented accessor
Use material.getShaderChunks(SHADERLANGUAGE_GLSL).set(name, source), and the WGSL equivalent —
the public, documented method — not the underlying shaderChunks maps, which are internal. Call
material.update() after any change so cached shader variants are cleared.
Emissive-only overrides
An emissivePS override implements void getEmission(), writing the result into dEmission. When
the override is meant to fully drive the visible color, zero the material's diffuse/specular and
disable useSkybox so no other lighting term still contributes underneath it.
Uniforms are raw
setParameter uploads exactly what it is given, with no color-space conversion. Convert any
authored sRGB color with Color#linear() before calling setParameter; an sRGB color passed
straight through renders visibly darker and less saturated than it was authored.
Keep vertex chunks instancing-aware
A custom transformCoreVS (or any vertex chunk reading the model matrix) must keep the engine's
INSTANCING define path — pulling the per-instance matrix under that define — with a
non-instanced fallback that uses matrix_model directly, matching the stock chunk's structure.
Dropping this path silently breaks instancing for any mesh instance using the material.
Provide GLSL and WGSL, or pin to WebGL
Override both SHADERLANGUAGE_GLSL and SHADERLANGUAGE_WGSL chunks for anything touched. On a
WebGPU device, a chunk supplied only in GLSL forces the material's entire shader — not just that
chunk — onto a GLSL-compiled-then-transpiled path; without the optional transpiler modules loaded
(the common case), that shader fails to compile. Supply both languages, or explicitly pin the
graphics device to WebGL if WGSL support is not required.
Expand bounds for vertex displacement
If the override displaces vertices, expand the mesh's bounds by the maximum displacement (see
apply-conventions) — CPU-computed bounds never observe shader-side deformation, so culling breaks
silently otherwise.
Signals
- GitHub stars
- 21
- Forks
- 4
- Last commit
- Sep 2026
Advanced
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override-shader-chunks- Source
- github.com/playcanvas/skills