Today we're launching our biggest release yet.
Over the past year, Shaders has grown from a library of GPU-powered components into something much bigger: a complete design platform for creating production-ready WebGPU effects.
With v3, you can design visually, experiment in real time, organize entire projects on an infinite canvas, and export clean framework components ready for production. Whether you're building a landing page, a product showcase, or an entire design system, Shaders is designed to help you create interactive graphics without the traditional complexity of shader programming.
This release includes a completely redesigned editor, an all-new lightning-fast rendering engine, hundreds of workflow improvements, and the foundation for where Shaders is headed next.
Let's take a look.
Meet your new design canvas
The design editor has been completely redesigned for v3, making it faster and more intuitive to build multi-shader projects and amazing effects.
Projects now live on an infinite canvas, letting you design and organize multiple shaders side by side. Instead of working on isolated effects, you can keep an entire website or landing page's visuals together in a single workspace, compare ideas, and iterate without constantly switching contexts.

Working with layers feels much more natural, too. Drag, resize, rotate, and position elements directly on the canvas using familiar transform controls, or fine-tune them in the properties panel. Whether you're aligning a logo, composing a background, or experimenting with layouts, the editor stays responsive and visual throughout.
Every change updates instantly, making experimentation effortless. Adjust a color, move a layer, tweak a material, or try a completely different composition—you can explore ideas as quickly as you think of them. The result is an editor that feels less like configuring components and more like designing interactive graphics.
A high-performance render engine, built on TypeGPU

Shaders v3 introduces an entirely new proprietary rendering engine, purpose-built on TypeGPU for modern WebGPU applications. No more fluff, this engine is fine-tuned for compilation and runtime performance down to the millisecond.
The v3 engine is lightweight and dramatically faster, with production builds averaging 3× smaller bundles than before. In the browser, shader compilation is now up to 25× faster, often rendering effects almost instantaneously from the moment your application loads.
3D shape effects, text layers, and more

Shaders v3 introduces a ton more shader components, opening up entirely new styles of interactive graphics.
One of the biggest additions is 3D shape effects, bringing raymarched geometry directly into the visual editor. Build scenes with spheres, boxes, rounded forms, procedural shapes, and even your own extruded SVG assets. Then layer materials, lighting, distortion, and post-processing on top—all without writing shader code.
Beyond 3D, the entire effect library has grown. Existing effects have become more flexible with improved performance, new effects have been added across all categories, and many can now be combined in ways that simply weren't possible before. You can also add text to your compositions as easily as any other layer.
The result is a much larger creative toolbox. Whether you're building subtle glass interfaces, abstract backgrounds, animated logos, or fully interactive hero sections, Shaders gives you the building blocks to create visuals that feel unique.
A redesigned website, dashboard, and overall experience

The parts of Shaders around the editor got the same attention. The website, the dashboard, and the general flow of using the product have all been redesigned to match where Shaders is headed, a platform you can rely on for production work, not just a library you drop into a side project.
This lays the ground work for what's next, with a focus on team collaboration, AI-driven features, and a lot more to come.
Thank you for being part of this journey
None of this happens without the people who've used Shaders, reported bugs, requested features, and shared their feedback. v3 is shaped by that feedback as much as it is by anything we dreamed up internally. Watching over 10,000 design engineers use Shaders to deploy to thousands of production domains has been eye-opening and humbling at the same time.
This release is a foundation, not a finish line. If you're new here, welcome. We have a bunch of resources to help you get started, and you can always join the community on Discord.
Let's ship some magic together.
- Simon (Founder)