Best For
shader gradient / webgl gradient / mesh gradient
着色器渐变
A premium SaaS aesthetic built on a real-time WebGL fragment-shader mesh gradient. A slowly breathing iridescent field flows across a near-black canvas while frosted-glass panels float above it, paired with a clean modern sans and a single bright accent - the living-gradient look of Stripe, Linear, and Vercel heroes.
Best For
shader gradient / webgl gradient / mesh gradient
Primary Move
Drive the flowing gradient with a real WebGL fragment shader: full-screen quad + time / resolution uniforms + fbm domain warp
Watch Out
Never fake a real-time shader with a static gradient PNG or a CSS keyframe animation (the root of cheapness)
Showcase Entry
Live preview of the showcase page. Click to explore the full experience.
Color Palette
Primary
#08090D
Secondary
#EDEEF2
Accent 1
#7C5CFF
Accent 2
#22D3EE
AI Implementation
Use the Hard Prompt by default to generate UI. Use the Design Spec to understand, modify, and review the style. Use the Creative Brief for early exploration.
Use this by default: copy it, append the concrete requirement, and let AI generate consistent production UI.
When to use
How to use
STYLEKIT_STYLE_REFERENCE
style_name: Shader Gradient
style_slug: shader-gradient
style_source: /styles/shader-gradient
# Hard Prompt
## When To Use
Use this when you want AI to generate code with strict style consistency. It is the safest default for production UI.
## How To Use
- Copy the full prompt into ChatGPT, Claude, Cursor, or another coding assistant.
- Append the concrete product/page requirement after the prompt.
- After generation, check the forbidden rules and interaction states before accepting the output.
Strictly follow the style rules below and maintain consistency. No style drift allowed.
## Requirements
- Prioritize style consistency first, then creative extension.
- When conflicts arise, treat prohibitions as the highest priority.
- Self-check before output: verify colors, typography, spacing, and interactions still match this style.
## Style Rules
# Shader Gradient Design System
You are an expert frontend developer specializing in real-time shader-gradient interfaces. Generate all code strictly following these specifications.
## Style Identity
- **Name**: Shader Gradient
- **Essence**: The background is not an image, it is light that never repeats - a real WebGL fragment shader that makes the hero feel alive
- **Mood**: Premium, modern, calm, high-craft SaaS
- **Inspiration**: Stripe / Linear / Vercel hero backgrounds, GPU mesh gradients
---
## Forbidden
| Pattern | Reason |
|---------|--------|
| Static gradient PNG or CSS keyframe faking a real-time shader | The root of cheapness |
| No devicePixelRatio cap | Pixel blowup and dropped frames on retina |
| rAF loop running while offscreen | Burns power and GPU for nothing |
| Ignoring prefers-reduced-motion / omitting a no-WebGL fallback | Accessibility + robustness fail |
| Text directly on the gradient with no glass panel / scrim | Fails contrast |
| Multiple canvases or multiple loud accents | Kills premium restraint |
| Animating DOM position / shadow | Steals the shader's GPU budget |
## Required
### Real WebGL shader (the core technique)
A single full-screen quad plus a fragment shader compiled once, a noise-driven flowing field. Reuse this skeleton directly:
Vertex shader (full-screen quad, passthrough):
```glsl
attribute vec2 p; void main(){ gl_Position = vec4(p, 0.0, 1.0); }
```
Fragment shader (fbm domain-warp gradient, uniforms u_res / u_time / u_speed / u_blend / u_grain):
```glsl
precision highp float;
uniform vec2 u_res; uniform float u_time, u_speed, u_blend, u_grain;
vec2 hash2(vec2 p){ p=vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))); return fract(sin(p)*43758.5453)*2.0-1.0; }
float noise(vec2 p){ vec2 i=floor(p),f=fract(p),u=f*f*(3.0-2.0*f);
return mix(mix(dot(hash2(i),f),dot(hash2(i+vec2(1,0)),f-vec2(1,0)),u.x),
mix(dot(hash2(i+vec2(0,1)),f-vec2(0,1)),dot(hash2(i+vec2(1,1)),f-vec2(1,1)),u.x),u.y); }
float fbm(vec2 p){ float v=0.0,a=0.5; for(int i=0;i<5;i++){ v+=a*noise(p); p*=2.0; a*=0.5; } return v; }
void main(){
vec2 uv=gl_FragCoord.xy/u_res.xy; vec2 q=uv; q.x*=u_res.x/u_res.y;
float t=u_time*0.05*u_speed;
float f1=fbm(q*1.5+vec2(t,-t*0.5));
float f2=fbm(q*2.0+vec2(f1*u_blend-t*0.3,f1+t*0.2));
float f=fbm(q*1.2+f2*(0.6+u_blend));
vec3 base=vec3(0.031,0.035,0.051), violet=vec3(0.486,0.361,1.0), cyan=vec3(0.133,0.827,0.933), magenta=vec3(0.956,0.447,0.714);
vec3 col=base;
col=mix(col,violet,smoothstep(0.15,0.75,f+0.35));
col=mix(col,cyan,smoothstep(0.3,0.9,f2*0.5+0.5)*0.6);
col=mix(col,magenta,smoothstep(0.4,1.0,f1*0.5+0.5)*0.45);
float vig=smoothstep(1.2,0.2,length(uv-0.5)); col*=0.55+0.6*vig;
col+=(fract(sin(dot(uv+t,vec2(12.9898,78.233)))*43758.5453)-0.5)*u_grain*0.12;
gl_FragColor=vec4(col,1.0);
}
```
### Render loop and performance
- const dpr = Math.min(window.devicePixelRatio || 1, 2)
- resize: canvas.width = clientWidth * dpr; gl.viewport(0, 0, w, h); update u_res
- IntersectionObserver: cancelAnimationFrame when offscreen, restart in view
- Compile the shader once; per frame only update uniforms (u_time = performance.now() / 1000)
### Fallback chain (critical)
- prefers-reduced-motion: draw exactly one frame (fixed t), do not requestAnimationFrame
- gl is null (WebGL unavailable): keep the .sg-fallback CSS static gradient under the canvas and return
- Mobile may downsample (dpr = 1) or show a still
### Visuals and content layer
- Near-black #08090D base; iridescent violet #7C5CFF / cyan #22D3EE / magenta #F472B6
- Content sits on .sg-glass frosted panels: bg-white/[0.05] + backdrop-blur-2xl + border-white/10
- Text over the gradient gets a scrim or glass backing for 4.5:1
- One UI accent, violet #7C5CFF: primary CTA, focus ring focus:ring-[#7C5CFF]/25, links
- Every DOM animation touches transform / opacity only
### Accessibility and CLS
- canvas aria-hidden="true"; explicit container height (h-screen etc.) to prevent CLS
- The content layer is independent of the canvas; the page stays readable if the canvas fails
## Self-Verification Checklist
- [ ] A real WebGL fragment shader (full-screen quad + fbm flow), not a fake animation
- [ ] dpr capped at 2 + resize handling + IntersectionObserver pause offscreen
- [ ] prefers-reduced-motion single frame + no-WebGL CSS fallback
- [ ] Text sits on glass panels / scrim and passes contrast
- [ ] Near-black base + single violet accent + DOM animates only transform/opacity
- [ ] canvas aria-hidden + CLS prevented
## Absolute Bans (Match and Refuse)
If any of the following patterns appear, it is a style violation — rewrite without exception.
- fake a real-time shader with a static gradient PNG or a CSS keyframe animation (the root of cheapness)
- skip a devicePixelRatio cap (pixel blowup and dropped frames on retina)
- keep the rAF loop running while offscreen (burns power and GPU for nothing)
- ignore prefers-reduced-motion or omit the WebGL-unavailable fallback
- place text directly on the gradient field with no glass panel / scrim (fails contrast)
- fill the screen with multiple canvases or multiple loud accents (kills the premium restraint)
- animate DOM element position / shadow and steal the shader's GPU budget
## Self-Check (Verify Before Shipping)
If any item fails, the style has drifted — fix before shipping.
- [ ] No purple-to-blue gradients
- [ ] No overused fonts (Inter, Roboto, Geist, Fraunces, Plus Jakarta Sans)
- [ ] No nested cards (cards inside cards)
- [ ] No gray text on colored backgrounds
- [ ] Body text contrast meets WCAG AA (>= 4.5:1)
- [ ] No bounce or elastic easing curves
- [ ] Animations have a prefers-reduced-motion fallback
- [ ] Body text line length capped at 65-75 characters
- [ ] No side-stripe accent borders (border-left/right > 1px)
- [ ] No gradient text (background-clip: text)
- [ ] No glassmorphism used as the default surface treatment
- [ ] No tiny uppercase tracked eyebrow labels above every section heading
- [ ] never fake a real-time shader with a static gradient PNG or a CSS keyframe animation (the root of cheapness)
- [ ] never skip a devicePixelRatio cap (pixel blowup and dropped frames on retina)
- [ ] never keep the rAF loop running while offscreen (burns power and GPU for nothing)
- [ ] never ignore prefers-reduced-motion or omit the WebGL-unavailable fallback
- [ ] never place text directly on the gradient field with no glass panel / scrim (fails contrast)Use it in your workflow
Drop this style's theme into an existing shadcn project with one command.
npx shadcn add https://www.stylekit.top/r/shader-gradient.jsonContributors can build the unpublished CLI from a local checkout.
pnpm --filter stylekit-cli build && node packages/cli/dist/index.js add shader-gradientContributors can preview Shader Gradient through the repository-local MCP package.
pnpm --filter stylekit-mcp build && node packages/mcp/dist/index.jsComponent Templates
Violet accent CTA and a frosted-glass secondary
Frontend Readiness
This layer tracks whether the style is ready for real websites: theme modes, state feedback, keyboard access, and performance constraints.
Overall
51%
Fallback
Dark Mode
0%
MissingUI States
79%
PartialMotion
70%
PartialA11y
70%
PartialPerformance
35%
FallbackButton
Default / Hover / Focus Visible / Active / Disabled
Input
Default / Hover / Focus Visible / Disabled / Error
Card
Default / Hover / Focus Visible / Loading / Skeleton
Form
Default / Focus Visible / Disabled / Loading / Error
/* Shader Gradient Global Styles */
:root {
--sg-base: #08090D;
--sg-surface: #12131A;
--sg-paper: #EDEEF2;
--sg-violet: #7C5CFF;
--sg-cyan: #22D3EE;
--sg-magenta: #F472B6;
}
/* Full-bleed shader canvas base */
.sg-canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
/* CSS static-gradient fallback (WebGL unavailable / under the canvas) */
.sg-fallback {
position: absolute;
inset: 0;
background:
radial-gradient(60% 60% at 28% 32%, rgba(124, 92, 255, 0.35), transparent 70%),
radial-gradient(55% 55% at 74% 58%, rgba(34, 211, 238, 0.22), transparent 70%),
radial-gradient(50% 60% at 55% 85%, rgba(244, 114, 182, 0.20), transparent 70%),
#08090D;
}
/* Frosted-glass panel */
.sg-glass {
background: rgba(255, 255, 255, 0.05);
backdrop-filter: blur(28px);
-webkit-backdrop-filter: blur(28px);
border: 1px solid rgba(255, 255, 255, 0.10);
border-radius: 1rem;
}
/* Readability scrim under text over the gradient */
.sg-scrim {
background: linear-gradient(to top, rgba(8, 9, 13, 0.7), rgba(8, 9, 13, 0.1) 55%, rgba(8, 9, 13, 0.35));
}
@media (prefers-reduced-motion: reduce) {
/* the shader loop is not started by script; a single static frame stays */
.sg-canvas { animation: none; }
}IDE Integration
Download configuration files for AI coding assistants to generate code in this style.
Style Pack
Get complete machine-readable style assets including design tokens, Tailwind presets, CSS variables, and shadcn/ui themes.
Metadata
Style metadata including version information
Design Tokens
Compatible with Figma / Style Dictionary / Tokens Studio
Tailwind Preset
Tailwind CSS theme preset, import directly in config
Global CSS
CSS variables and base styles
shadcn Theme
shadcn/ui theme configuration
CSS Variables
Pure CSS variables, works with any project
SKILL.md
Loadable skill pack for Cursor / Claude Code / VS Code
The shader-gradient creed: the background is not an image, it is light that never repeats. A genuine real-time shader brings the hero to life - the gradient flows slowly, colors bleed into one another, like a breathing aurora. That living quality is a premium-SaaS signal: it says "we wrote a shader even for the background", not "we pasted an exported gradient PNG".
WCAG 2.1 compliance analysis based on color contrast and typography readability.
Overall Score
Grade: C - Fair
Contrast Ratios
| Context | Colors | Ratio | AA | AAA |
|---|---|---|---|---|
| Text on background | /#ffffff / #08090D | 19.9:1 | ||
| Text on secondary background | /#ffffff / #12131A | 18.52:1 | ||
| Button primary | /#ffffff / #7C5CFF | 4.35:1 | ||
| Text on accent 1 | /#ffffff / #7C5CFF | 4.35:1 |
Readability
Score
85/100
Font Size
text-base md:text-lg
Font Weight
font-semibold text-white tracking-tight
Line Height
default
Scoring is based on WCAG 2.1 standards. AA requires 4.5:1 contrast for normal text, 3:1 for large text; AAA requires 7:1 for normal text, 4.5:1 for large text.