Procedural shaders built for production
ShaderBot generates and exports GLSL / WGSL shaders for studio pipelines. From initial design in the dashboard to final compositing in Houdini, Nuke or DaVinci Resolve — every output is structured to speed up integration into your existing workflow (manual adaptation may still be required depending on the target tool).
Engineered for real studio constraints
In VFX production, every shader must be reproducible across shots, versionable by the pipeline and exportable to downstream tools. ShaderBot structures its outputs around those requirements — deterministic results, consistent naming conventions and formats ready for import into Houdini, Nuke, Blender and compositing applications.
- ✓Software compatibility: Nuke (BlinkScript), Blender (script node), DaVinci Resolve, TouchDesigner and Houdini (GLSL/VEX reference — manual adaptation required).
- ✓Structured pipeline outputs: standardised naming conventions and incremental versioning. AI results are non-deterministic — expect iteration cycles for production pipelines.
- ✓Rigorous asset management: organisation suited to long-form production, controlled resource reuse and full traceability of artistic iterations.
- ✓Variation-oriented parameterisation: each shader exposes its key variables as uniform parameters, making per-shot variations and sequence-level validation straightforward.
Export formats for multi-software VFX pipelines
Every format is validated for stability, reproducibility and pipeline continuity — from generation through to final compositing.
Shadertoy-compatible .frag file for reference and prototyping. Note: After Effects has no native GLSL import — use as a visual reference or adapt via a third-party plugin.
Script node in Blender Shader Editor — GLSL adapted for Blender's node pipeline. Note: Blender does not support raw GLSL injection in Geometry Nodes.
GLSL Shader node in Fusion compositor — animated titles and effects.
GLSL fragment shader with setup instructions for Nuke's BlinkScript node. Note: Nuke uses the proprietary Blink language — manual adaptation from GLSL is required; this export is a reference starting point.
GLSL shader exported as a VEX reference for Houdini procedural workflows. Note: VEX and GLSL are fundamentally different languages — this is a conceptual starting point, not a drop-in VEX file.
GLSL FX starting point for Substance Designer's 3D view display shader. Manual adaptation required — Substance Designer uses its own GLSLFX conventions and is not compatible with generic GLSL without modification.
Custom viewport display shader for stylised texturing previews.
Animated frames with alpha — import directly into AE, Nuke, or Resolve.
EXR frame export rendered at WebGL 2 precision (up to 16-bit float on most GPUs). Useful as a compositing intermediate — true 32-bit HDR requires server-side rendering not available in the browser pipeline.
GLSL shader with ISF-compliant JSON header for Resolume Avenue/Arena. ISF requires specific metadata — the export includes the required header; a plain .fs without it will not load.
Includes full PBR map export — Base Color, Normal, Roughness, Metallic, AO, Emissive, Opacity, ORM pack and Unity HDRP Mask Map.
Batch export: download all formats as a single organized ZIP. Save your export configuration as a preset for future sessions.