Three.js Snippets — Free HTML CSS JS Three.js WebGL Scenes & Shader Effects

73 snippets tagged Three.js · Live preview · Exports to React, Vue, Angular & Tailwind

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What's included

Features

Scene, camera and renderer setup condensed to a readable block
Particle fields, point clouds and instanced geometry for hero backgrounds
Custom fragment/vertex shader demos with uniforms driven by pointer or time
Orbiting product viewers with damped controls and responsive resize handling
Device-pixel-ratio clamping and animation cleanup so the loop never leaks

About this tool

Three.js Snippets — 73 Free Three.js WebGL Scenes & Shader Effects

Three.js puts a WebGL renderer behind a normal <canvas>, and these snippets keep that surface small: a scene, a camera, one or two meshes, and a render loop short enough to read in a single screen. No bundler, no asset pipeline — the library loads from a CDN and the whole demo is self-contained.

The tag covers ambient hero backgrounds, particle and point-cloud fields, shader-driven gradients, rotating product and device viewers, and the orbit-controls patterns that make a 3D object feel inspectable rather than decorative.

Real-world uses

Common Use Cases

Hero backgrounds with depth
A slow particle field or shader gradient gives a landing page motion that a static image cannot, at a cost you control.
Product and device viewers
Let users orbit a model instead of clicking through five flat photographs — the single highest-value 3D use on a commerce page.
Learning WebGL without the boilerplate
Each snippet is a complete scene, so the parts that usually take an afternoon to wire up are already wired.
Prototyping a shader idea
Edit the fragment shader in the live editor and watch it recompile — no toolchain between the idea and the pixels.

Got questions?

Frequently Asked Questions

Yes, though they are the heaviest snippets in the library. Each one clamps devicePixelRatio and resizes with the viewport, which is what keeps a retina phone from rendering four times the pixels it needs. For low-end devices, reduce the particle count or geometry detail first — that is almost always the bottleneck, not the shader.

Keep the id returned by requestAnimationFrame and call cancelAnimationFrame on teardown, then dispose the geometry, materials and renderer. The framework exports do this in the cleanup function; if you paste the raw JS into a single-page app, add it yourself or the loop keeps running against a detached canvas.

Yes — add GLTFLoader from the same CDN, load your .glb, and add the returned scene to the existing scene graph. The camera, lighting and resize handling in these snippets stay exactly as they are.

No. Every snippet is plain HTML, CSS and vanilla JavaScript that runs in any page — a static file, a WordPress theme, a Rails view, anything. When you do want a framework version, the editor exports each snippet as a React component, a React + Tailwind component, a standalone Tailwind HTML file, a Vue 3 single-file component or an Angular standalone component.

Yes — copy, modify and ship them in personal or commercial work, with no attribution required and no licence to track.

Yes. Every snippet opens in a live editor with separate HTML, CSS and JS panels and a preview that updates as you type. Check it at mobile, tablet and desktop widths, then copy the code or export it in your framework of choice.