Interactive Media Showcase

130 looping captures recorded from the FireRatShader demo scenes. Stills load first so the page stays fast. Hover or tap a card to play it, or turn on Play all.

Try the interactive web demo โ†’

Showcase Looks (20)

Curated materials: toon and anime shading, PBR metals, retro PS1, shell fur, holograms and sci-fi effects, captured as looping 360ยฐ turntables.

Toon Soft Anime

Multi-layered anime shading with soft shadow roll-off, rim lighting, and responsive cel outline.

ToonOutlinePreset
View documentation โ†’

Toon Crisp Cel

High-contrast classic cel-shading with sharp step thresholds and normal map detail.

ToonCel ShadingPreset
View documentation โ†’

Toon Ramp + Plaid

Custom 1D ramp texture shading paired with fabric normal mapping and plaid texturing.

ToonRamp TextureFabric
View documentation โ†’

Toon Glitter Sparkle

Dynamic sparkling glitter specks overlaid on soft cel anime shading.

ToonGlitterSparkle
View documentation โ†’

Toon Warm Skin

Calibrated anime skin tones with warm shadow tinting and gentle diffuse wrap.

ToonSkinWarm
View documentation โ†’

Circuit Emission

Pulsing sci-fi circuit board traces with emission masks and audio-reactivity support.

EmissionMaskPulse
View documentation โ†’

Cyber Grid

Scrolling neon grid lines across a dark hull with cyan edge outlines and rim glow.

GridProceduralSciFi
View documentation โ†’

Procedural Voronoi

Animated organic Voronoi cellular pattern generated in real-time on GPU.

ProceduralVoronoi
View documentation โ†’

Dissolve Burn

Dynamic burning dissolve transition with glowing fiery edge borders.

DissolveFXAnimated
View documentation โ†’

Shell Fur Plush

Multi-pass shell fur with depth darkening, strand thinning, and wind physics.

FurShellsPhysics
View documentation โ†’

Glossy Latex

High-specular stylized latex with sharp reflections and deep saturated color.

PBRLatexGlossy
View documentation โ†’

Metal Panels (PBR Maps)

Full PBR material with metallic-gloss, ambient occlusion, and normal maps.

PBRMetallicMaps
View documentation โ†’

Dragon Scales

Reptilian iridescent scales with dual-tone rim light and specular highlights.

ScalesIridescentRim
View documentation โ†’

Pearl Iridescent

Subtle pearlescent sheen with shifting optical interference and glossiness.

PearlIridescenceOptics
View documentation โ†’

MatCap Chrome

Mirror-like chrome reflection captured via lightweight MatCap sphere mapping.

MatCapChromeMirror
View documentation โ†’

Deep Space Galaxy

Parallax rotating starfield and nebula projected deep inside the geometry.

GalaxyParallaxCosmic
View documentation โ†’

SciFi Hologram

Translucent projected holographic mesh with animated scanlines and flicker.

HologramScanlinesFX
View documentation โ†’

Ethereal Ghost

Soft glowing spirit appearance utilizing inverted Fresnel transparency.

GhostFresnelGlow
View documentation โ†’

Retro PS1

Authentic 90s console vertex jitter, affine texture warping, and pixel snap.

RetroPS1Affine
View documentation โ†’

Effects & Transitions (25)

Vertex distortions, dissolves and wipes, glitch modes, vertex collapse, scanlines and proximity glow.

Dissolve: Noise

Smooth organic dissolve using 3D simplex noise map textures.

DissolveNoiseEdge Glow
View documentation โ†’

Dissolve: Wave

Directional linear wave dissolve with calibrated height offset.

DissolveWaveLinear
View documentation โ†’

Dissolve: Spherical

Spherical radial dissolve expanding from the object center.

DissolveSpherical
View documentation โ†’

Dissolve: Glitch

Digital pixelated glitch dissolve with square block density scaling.

DissolveGlitchDigital
View documentation โ†’

Planar Wipe

Clean geometric plane wipe slicing through geometry with hard edge.

WipePlanarHard Edge
View documentation โ†’

Vertex Collapse

Smooth geometric implosion pulling vertices down to the local origin.

CollapseVertexPinch
View documentation โ†’

Distortion: Sine Wave

Harmonic vertical sine wave distortion flowing smoothly across vertices.

DistortionSineHarmonic
View documentation โ†’

Distortion: Ripple

Concentric radial wave ripples radiating outward from vertex center.

DistortionRippleRadial
View documentation โ†’

Distortion: Swirl

Periodic angular vortex swirl twisting geometry in alternating directions.

DistortionSwirlTwist
View documentation โ†’

Distortion: Twist

Height-dependent rotational twist rotating the top pole relative to base.

DistortionTwistRotation
View documentation โ†’

Distortion: Pulse

Harmonic breathing scale pulse expanding and contracting vertices.

DistortionPulseScale
View documentation โ†’

Distortion: Wobble

Tri-axis harmonic wobble displacing X, Y, and Z vertices synchronously.

DistortionWobble3D
View documentation โ†’

Distortion: Vortex

High-speed funnel vortex pulling vertices into an energetic spiral.

DistortionVortexFunnel
View documentation โ†’

Distortion: Noise

Procedural 3D noise turbulence perturbing vertex normals continuously.

DistortionNoiseTurbulence
View documentation โ†’

Glitch: Random

Stochastic noise flicker disrupting the surface shading randomly.

GlitchRandomFlicker
View documentation โ†’

Glitch: Pulse

Rhythmic strobe glitch flashing light intensity across the model.

GlitchPulseStrobe
View documentation โ†’

Glitch: Scanlines

Smooth CRT cathode scanline bands scrolling down the object.

GlitchScanlinesCRT
View documentation โ†’

Glitch: Blocky

Quantized block noise mosaic segmenting the surface into digital patches.

GlitchBlockyMosaic
View documentation โ†’

Glitch: Channel Shift

Chromatic RGB channel separation tearing colors across object space.

GlitchRGB ShiftChromatic
View documentation โ†’

Glitch: Interference

High-frequency electromagnetic signal interference bands.

GlitchInterferenceSignal
View documentation โ†’

Glitch: Signal Loss

Extreme digital broadcast dropout with severe chromatic distortion.

GlitchDropoutExtreme
View documentation โ†’

Intersection Glow

Depth-buffer contact highlight glowing brilliantly where surfaces intersect.

IntersectionDepthContact
View documentation โ†’

Proximity Glow

Dynamic camera proximity fade activating vivid cyan glow as you approach.

ProximityCameraDistance
View documentation โ†’

Pixelation

Screen or UV space resolution downsampling creating retro pixel art.

PixelationMosaicRetro
View documentation โ†’

Surface Styles & Fractals (26)

Every raymarched 3D fractal rotating 360ยฐ, plus crystal refraction, rainbow glitter, deep-space galaxy and thin-film iridescence.

Crystal

Refractive internal noise scattering with chromatic dispersion and rim highlight.

CrystalRefractionDispersion
View documentation โ†’

Galaxy

Multi-layered depth parallax starfield with celestial rotation inside the ball.

GalaxyParallaxNebula
View documentation โ†’

Skybox Reflection

Dynamic cubemap reflection rotating smoothly across metallic surface.

SkyboxCubemapReflection
View documentation โ†’

Tri-Planar Mapping

Seamless tri-planar texture projection with blended normals and zero UV seams.

Tri-PlanarSeamlessProjection
View documentation โ†’

MatCap (Multiply)

Spherical MatCap shading blended via multiply for fast stylized highlights.

MatCapMultiplyStylized
View documentation โ†’

Iridescence (Oil Slick)

Thin-film interference displaying shifting rainbow hues as view angle sweeps.

IridescenceThin-FilmRainbow
View documentation โ†’

Glitter (Rainbow Stars)

Faceted star glitter specks sparkling with full spectrum rainbow dispersion.

GlitterStarsRainbow
View documentation โ†’

Psychedelic

Hypnotic animated color-wheel cycling with continuous hue rotation.

PsychedelicHue ShiftAnimated
View documentation โ†’

Mandelbulb

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedPower 8
View documentation โ†’

Menger Sponge

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedCubic
View documentation โ†’

Kaleidoscopic IFS

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedKIFS
View documentation โ†’

Mandelbox

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedBox Folding
View documentation โ†’

Julia 3D

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedQuaternion
View documentation โ†’

Sierpinski Pyramid

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedTetrahedron
View documentation โ†’

Apollonian Gasket

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedSpheres
View documentation โ†’

Burning Ship

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedShip
View documentation โ†’

Tricorn Fractal

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedMandelbar
View documentation โ†’

Mandelbulb (Power 2)

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedPower 2
View documentation โ†’

Mandelbulb (Power 8)

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedPower 8
View documentation โ†’

Quaternion Julia

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarched4D Slice
View documentation โ†’

IFS Tetrahedron

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedIFS
View documentation โ†’

Octahedron Fractal

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedPolyhedron
View documentation โ†’

Dodecahedron Fractal

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarched12-Sided
View documentation โ†’

Icosahedron Fractal

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarched20-Sided
View documentation โ†’

Cubic Fractal

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedLattice
View documentation โ†’

Hybrid Box-Bulb

3D raymarched fractal calculated inside the sphere volume with 360ยฐ rotation.

Fractal 3DRaymarchedHybrid
View documentation โ†’

Lighting Lab (17)

A sun orbit sweeps across Unlit, Basic, Toon, PBR, subsurface jade, anisotropic metal, clear coat and hair specular.

Unlit Mode

Pure flat albedo shading unaffected by scene lighting or shadows. Zero GPU lighting overhead.

UnlitFlatZero Overhead
View documentation โ†’

Basic Diffuse

Lightweight Lambertian diffuse lighting with directional and ambient illumination.

BasicLambertMobile
View documentation โ†’

Toon Cel Shading

Crisp stepped lighting bands with customizable threshold, hardness, and shadow tint.

ToonCel ShadingAnime
View documentation โ†’

Stylized PBR

Hybrid stylized physically based rendering combining cel bands with roughness highlights.

Stylized PBRMetallicRoughness
View documentation โ†’

Standard PBR

Full Disney GGX standard physically based lighting matching Unity Standard & URP Lit.

Standard PBRGGXRealistic
View documentation โ†’

Toon: 2-Tone

Classic two-band anime shading splitting illuminated surface from shadow.

Toon2-ToneCrisp
View documentation โ†’

Toon: 3-Tone

Three-step shading adding an intermediate midtone between highlight and shadow.

Toon3-ToneMidtone
View documentation โ†’

Toon: 4-Tone + Highlight

Rich 4-tier shading featuring specular highlight, base tone, midtone, and deep shadow.

Toon4-ToneHighlight
View documentation โ†’

Toon: Ramp Texture

1D artist-authored ramp texture mapping diffuse light to complex color gradients.

ToonRamp TextureGradient
View documentation โ†’

Toon: Skin Wrap

Diffuse light wrap simulation softening shadow edges to emulate subsurface skin scattering.

ToonSkin WrapSoft Shadow
View documentation โ†’

Toon + Reflections

Toon cel shading combined with environmental reflection probes and fresnel glaze.

ToonReflectionsProbes
View documentation โ†’

Step Specular

Quantized toon specular highlight with sharp perimeter thresholding.

SpecularSteppedCel
View documentation โ†’

Subsurface (Jade)

Simulated translucent subsurface scattering with backlit transmission and colored scatter.

SubsurfaceSSSJade
View documentation โ†’

Clear Coat (Car Paint)

Dual-layer automotive clear coat lacquer with secondary specular reflection lobe.

Clear CoatLacquerAutomotive
View documentation โ†’

Anisotropic Brushed Metal

Directional specular reflection stretched along tangent vectors like brushed steel.

AnisotropicBrushed MetalTangents
View documentation โ†’

Hair Specular (Kajiya-Kay)

Double-shifted specular highlight formulation calibrated for strand and hair geometry.

Hair SpecularKajiya-KayStrands
View documentation โ†’

Custom Light Direction

Independent light vector override maintaining artistic lighting regardless of scene sun.

Light OverrideArtisticVector
View documentation โ†’

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