Now you can save your own nodes settings as a JSON file to import them later and continue playing with your custom shader/material.
Search all Nodes and Post-Process with Shift+A or Shift+LeftClick to call the Nodes Search Menu in situ!
All TSL input, uniform, math, vector, procedural and texture variables are here as Visual Nodes for you to play as always!
Mini-map for you to know where the Cow you place your Nodes!
You’ve got 60 time-rewinds in your pocket! Ctrl + Z is your All Mighty.
Check your live changes in the TSL Live Exporter. Now you can add to your pipepline configuration Post-Processes like: Bloom, DepthOfField, Chromatic Aberration, Color Adjustment, Tone Mapping, Vignette, Pixelation, Toon Shading, Outline and more!
Export any configuration added to the Nodes Grid as Vanilla TSL for your project.
Create amazing shaders incluiding Ocean / Water plane support! There is a couple of presets you can try to start off!
This is actually a really strong tool, especially for people getting into shaders without wanting to dive straight into raw GLSL.
MoMo’s Shader Lab feels like a proper bridge between visual node workflows and actual Three.js shader development. Being able to build everything through nodes and then export clean TSL for production is a huge win. That solves the usual problem where node editors are great for learning but hard to integrate into real projects.
The JSON save and reload is also a nice touch. It turns it from a playground into something you can actually iterate on over time, build a library of materials, and reuse setups across projects.
The node search with Shift+A and in-place access is exactly the kind of UX that makes these tools usable instead of frustrating. Same with the minimap, once node graphs get big, navigation becomes a real issue.
60-step undo is honestly underrated too. Shader experimentation is messy, so having that safety net makes a big difference.
What stands out most is the built-in post-processing pipeline. Bloom, DOF, chromatic aberration, tone mapping, all inside the same graph system is powerful. That means you’re not just making materials, you’re shaping the final rendered look in one place.
Also nice to see presets like ocean and water. Those are usually complex setups, so having a starting point helps a lot.
Curious how close the exported TSL is to hand-written performance. Have you compared the output against manually optimized shaders?
Overall this feels like something that could really help both beginners and experienced devs move faster. Not just a toy, more like a real workflow tool.