Visual graph editing
Compose typed nodes and Master Stack blocks with transaction-safe history.
Shader Graph · AI · Engine
Create, iterate, and export shaders in the browser
Node-graph workbench + Copilot edits, with a focused path from visual authoring to engine-ready output.
Product preview
Explore the Base workbench below. Installable content plugins can add examples and recipes without being bundled into the product shell.
Core workflow
Compose typed nodes and Master Stack blocks with transaction-safe history.
Compile and inspect changes locally while the active document stays under Host control.
Keep compiler diagnostics and preview evidence tied to the current graph identity.
Add project examples, recipes, or Copilot UI through explicit product plugin slots.
Export structured shader assets through bounded Host capabilities.
Create and reopen projects from a self-contained graph envelope stored by the Host.
Examples and recipes are optional content plugins. When absent, the Base editor remains complete and usable.
Production loop
Product-site narrative: every step lands on a verifiable graph and preview—not a black-box one-click generate.
Describe the effect in natural language, or open an official example as a temporary session.
Edit visually in Rete Shader Graph; the Agent applies tools step by step and verifies.
WebGL2 compile and preview instantly—tune without leaving the browser.
Export engine assets, or collaborate via Editor Bridge / MCP with external agents.
Product stack
Editor, Agent, and bridge tools share the same graph and session protocol—no second natural-language black box.
Master Stack, node catalog, GLSL / WGSL backends, and WebGL2 preview—a professional graph workbench.
Natural-language edits, Patch ops, tool timeline, and compile evidence—same session protocol as the canvas.
Structured sc_* tools and engine export paths that connect creation to Cursor and game pipelines.
Public Beta is invite-only. Sign in to open the workbench. Run pnpm dev:product locally to preview the site.