Volume Shader Documentation

Complete user guide, technical documentation, and FAQ

GPU Performance Test

Shader Editor

FAQ

GPU Performance Testing Guide

Learn how to use our Volume Shader performance testing tool

Complexity Level Description

Level 1 - Light Test

Suitable for entry-level and integrated GPUs. Basic Volume Shader rendering with low complexity algorithms.

Level 2-3 - Medium Test

Suitable for mid-range GPUs. Medium complexity volume rendering with lighting and shadow effects.

Level 4 - Heavy Test

Suitable for gaming-grade GPUs. Complex Ray Marching algorithms with multi-layer volumetric effects.

Level 5 - Extreme Test

Suitable for high-end GPUs. Extremely complex volume rendering with high-precision calculations and multiple layered effects.

Performance Rating Standards

Excellent (60+ FPS)

Outstanding GPU performance, can smoothly run complex Volume Shader applications.

Good (40-59 FPS)

Good performance, suitable for most volumetric rendering applications.

Fair (25-39 FPS)

Basically usable, recommend reducing complexity settings.

Upgrade Needed (<25 FPS)

Insufficient GPU performance, hardware upgrade recommended.

⚠️ Safety Tips

  • • Running high complexity tests on low-end devices may cause page lag or device overheating
  • • Recommended to start testing from low levels and gradually increase complexity
  • • Stop testing immediately if abnormal heating or system instability occurs
  • • Monitor device temperature during prolonged testing

Volume Shader Editor

Learn how to use the shader editor to create stunning volumetric effects

Basic Usage

The editor uses GLSL ES 3.0 syntax, provides full-screen triangle rendering, and passes the following uniform variables to the fragment shader:

uniform float u_time;
uniform vec2 u_resolution;
in vec2 v_uv;

Ray Marching Basics

The core technology of Volume Shader is Ray Marching. Here's a basic volume rendering loop:

float volumeRender(vec3 ro, vec3 rd) {
    float t = 0.0;
    float density = 0.0;

    for (int i = 0; i < 96; i++) {
        vec3 p = ro + rd * t;
        float d = sdf(p); // Signed distance field function
        float sample = clamp(0.7 - d, 0.0, 1.0);
        density += sample * 0.04;
        t += 0.03 + sample * 0.02; // Adaptive step size

        if (density > 1.0) break;
    }

    return density;
}

Optimization Tips

Performance Optimization

  • • Limit loop iterations (64-128)
  • • Use adaptive step size
  • • Early termination conditions
  • • Avoid complex mathematical functions

Visual Effects

  • • Use smoothstep for smooth transitions
  • • Multi-layer noise stacking
  • • Dynamic color blending
  • • Lighting and shadow effects

Editor Features

Core Features

  • • Real-time preview rendering
  • • Syntax error highlighting
  • • Code import/export
  • • Preset template loading

Sharing Features

  • • Generate share links
  • • Base64 code encoding
  • • One-click copy to clipboard
  • • GLSL file download

Frequently Asked Questions

Most common issues and solutions

Why can't my browser run the test?

Why is my FPS so low?

Is device heating during testing normal?

Can mobile devices run the tests?

What should I do if shader compilation fails?

Why is the share link so long?

Technical Specifications

System Requirements

  • • Modern browser with WebGL 2.0 support
  • • Dedicated GPU or high-performance integrated graphics
  • • At least 2GB VRAM (4GB+ recommended)
  • • Stable internet connection

Tech Stack

  • • WebGL 2.0
  • • GLSL ES 3.0
  • • Next.js 15
  • • TypeScript
  • • Tailwind CSS

Need More Help?

If you encounter any issues or have suggestions, feel free to contact our technical support team.