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Building new shaders

Showcasing the new shader series shipping with the next season of Fragments — fresh effects, techniques, and breakdowns for creative coders.

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Fragments

Learn creative coding with shaders. For design engineers, creative coders and shader artists: techniques, tools, deep dives. Powered by ThreeJS and TSL.

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New techniques and new ideas

I've been hard at work on Fragments content for the next season: new fundamentals lessons, new utilities, and a technique on cellular automata. Writing it all is satisfying: it sharpens my understanding, and I get to share it with everyone who's joined.

It also gives me room to try ideas in fresh shaders. So far that's turned into four new series that share a few central themes.

Volumetric Raymarching

Three of those series are built around volumetric raymarching. You march rays through a volume and, at each step, add a little light and density. Do that across the frame with one ray per pixel, and you get that soft, glowing fog look I've been chasing in these pieces.

Penumbra 1

I've already shared some of this in Penumbra; since then I've pushed further with Singularity and Nebula.

It's the same underlying idea you see in fog, clouds, and nebula-style lighting: integrating density along a view ray, just nudged toward whatever shape or palette I'm after.

In Nebula, each pixel casts a ray through a mathematically defined volume of wispy density and color. Periodic distance modulation and layered color accumulation are what give those tangled, gaseous forms:

Nebula 7

Each series uses the same core approach (I'd like to unpack it properly in a future technique article) with a different shape or volume driving the look. The Singularity pieces use a gyroid, for instance.

They all run through a generative system I built so I can explore parameters and combinations and land on a wide range of looks. A lot of the fun is still just twisting knobs and seeing what shows up. I wrote about the setup in Generative System if you want to reuse the same idea.

Singularity 8

Cellular Automata

The next season adds a technique on cellular automata, plus a shader series called Emerge.

Emerge 3

One of my favourite prompts from Genuary 2026 was to build a cellular automaton that breaks the rules. I loved working on that one, so going deeper into a full technique and a whole series of shaders felt like the obvious next step.

Emerge 5

Releasing in May

I'm happy with how things are moving, and it still looks on track for a May release. The next season of Fragments will include:

  • A new technique: Cellular Automata
  • Emerge: shaders built on cellular automata
  • Singularity, Nebula, and Penumbra: three new series built on volumetric raymarching
  • Five new Fundamentals lessons
  • One new Basics lesson

I'm really looking forward to getting all of this finished and out to everyone.

That's it for this newsletter. See you in the next one.

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