Intro Presets Scene Create Export Pricing Showcase Guides MCP Docs Changelog
March 2026

v2.2 — In-Product AI

New AI Chat Panel — Click the AI button in Studio to open a conversational chat panel. Describe what you want to build and Claude composes the scene — adding layers, adjusting post-processing, writing 3D code — in real time.
New Live Scene Editing via Chat — The AI can modify an existing scene mid-conversation. Ask it to change colors, add bloom, swap geometry, or start over — all without leaving the editor.
New Full Tool Access — The AI uses the same 18 tools available to MCP clients — including layer editing, post-processing, text overlays, 3D scene creation, and rebuild. Same power, no external setup required.
Improved Orbit Controls Awareness — The orbit toggle in the toolbar now correctly reflects whether the active scene supports orbit. AI-generated 3D scenes manage their own camera; the toolbar shows a clear message instead of a non-functional toggle.
Fix Layer Positioning — Layers created via the AI or MCP now default to centered on the canvas instead of offset to the left edge.
Fix Scene Refresh After AI Edit — The editor now applies AI-made changes via diff-patch instead of a full reload, preserving zoom, selection, and panel state.
March 2026

v2.1 — MCP Composition & Font Library

New Custom GLSL Shader Tool — New create_custom_shader MCP tool lets AI clients write and deploy raw GLSL fragment shaders directly, with auto-injected uniforms for time, resolution, and mouse.
New MCP Scene Composition — 10 new MCP tools for editing layers, post-processing, text overlays, and rebuilding scenes. AI clients can now fully compose multi-layer scenes programmatically.
New MCP Text Overlay Tools — Add, update, and remove text overlays through the MCP API with full typography control including Google Fonts, sizing, color, position, and blend modes.
New Persistent Font Library — Custom fonts are now saved to your account. Upload once, use across all projects. Available in the new "Your Fonts" tab in every font picker.
Improved MCP Tool Suite — Expanded from 7 to 19 tools with full scene editing, duplication, custom GLSL, scene clearing, and all 15 3D primitive types.
Improved 3D Runtime Post-processing — Added ShaderPass, GlitchPass, FilmPass, AfterimagePass, and shader utilities (FXAAShader, CopyShader, LuminosityHighPassShader) to the Three.js embed runtime.
Fix 3D Primitive Types — Fixed case-sensitivity bug that prevented torusknot, helix, mobius, and other primitives from rendering in MCP-built scenes.
Fix MCP Zod Compatibility — Fixed schema conversion crash that prevented composition tools from working in Cursor and other MCP clients.
Fix Font Management — Fixed parameter ordering bug in font deletion API that caused 500 errors.
March 2026

3D Primitives & Animation Events

New 15 Built-in 3D Primitives — Add 3D objects directly to any scene: sphere, box, torus, cylinder, cone, plane, torus knot, icosahedron, octahedron, dodecahedron, twisted column, helix, Möbius strip, wave, and particles. Each with full PBR material controls.
New Custom 3D Scene Code — Write Three.js directly in the editor. A sandboxed runtime executes your setup and animate functions with access to scene, camera, renderer, clock, mouse, and the full Three.js r170 namespace.
New Layer Animation Events — Attach hover, scroll, appear, and click events to any layer. Each event animates one or more properties (x, y, opacity, scale, rotation, blur) with configurable easing, duration, and looping.
New Animation Chaining — Trigger one layer's event when another finishes. Build multi-step reveal sequences or cascading transitions without writing code.
New Click Toggle Events — Click events cycle forward and reverse on each click, with optional ping-pong looping for continuous oscillation.
New 3D Material Controls — Full PBR property panel for 3D primitives: roughness, metalness, transmission (glass), IOR, dispersion, clearcoat, iridescence, sheen, Fresnel color, emissive, and environment intensity.
New Rim Glow — Add edge lighting to 3D primitives with adjustable Fresnel intensity, power, and color. Works on all material types including glass.
Improved Bump Mapping — Four bump styles for 3D surfaces: striped, noise, dots, and none. Controls for scale and frequency.
Engine Background Tab Performance — WebGL rendering pauses automatically when the browser tab is hidden and resumes on visibility. Reduces CPU and GPU usage for inactive tabs.
Engine Post-processing in 3D Runtime — Three.js scenes support EffectComposer with UnrealBloomPass, ShaderPass, GlitchPass, FilmPass, and AfterimagePass natively in custom code.
March 2026

v2.0 — Scene Compositor & GLSL Engine

New Scene Compositor — Layer multiple shaders, text overlays, 3D objects, and images into a single scene. Per-layer opacity, blend modes, and ordering.
New Custom GLSL Editor — Write raw GLSL fragment shaders with live preview, syntax highlighting, and uniform controls. Ship your own shader code.
New 14 GLSL Presets — Stained glass, prismatic glass, liquid chrome, water caustics, topography, flow fields, atmospheric fog, and more. All mouse-interactive.
New 3D SVG Extrusion — Import any SVG and extrude it into a 3D object with metallic materials, environment lighting, and smooth rotation.
New Text Overlays — Add text layers with Google Fonts, custom sizing, positioning, and blend with shader backgrounds. Scales proportionally on export.
New Showcase Gallery — Public gallery of community-submitted scenes. Browse, remix, and get inspired by what others build.
New MCP Server — AI agents can create shaders and scenes through the Model Context Protocol. Works with Claude, Cursor, and any MCP-compatible client.
Engine Embed Export — Every export is a single iframe embed. No SDK, no npm package, nothing added to your codebase. Paste into any website.
Engine Post-Processing Pipeline — FXAA, bloom, film grain, and vignette. Per-layer or global. All GPU-accelerated.
Improved Mouse Interactivity — Six interaction modes: follow, repel, orbit, distort, attract, and none. Works across all shader types including GLSL.
Improved Scroll Interactivity — Scroll-driven speed, scale, and color transitions. Viewport entry triggers. Works in exported embeds.
February 2026

Figma Plugin & Preset Expansion

New Figma Plugin — Browse and insert Refract presets directly inside Figma. Preview thumbnails, one-click insert as an embedded layer.
New 40+ Shader Presets — Massive expansion: mesh gradients, dithering, grainy textures, neuro noise, aurora, plasma, contours, liquid, and hero sections. All with mouse interaction modes.
New Image Playground — Apply shader effects to images: halftone dots, CMYK separation, dithering, VHS glitch, and ASCII art. Direct rendering, no iframe.
Improved Preset Thumbnails — Auto-generated WebP screenshots for every preset. Puppeteer + headless Chrome with GPU rendering for accurate previews.
January 2026

Vector Fill & Interaction System

New SVG Vector Fill — Import any SVG logo or shape and fill it with a live shader. Clip-path based, renders at any resolution.
New Interaction System — Mouse position, auto-animate, hover, scroll position, viewport entry, and time-of-day interactions. One animated prop per shader type.
New Iframe Interaction Forwarding — Mouse events forwarded through transparent overlay into embed iframes. Hover and mouse-follow work on embedded scenes.
Fix Settings vs Interactions Conflict — Changing settings no longer silently breaks active interactions. Clear conflict resolved with explicit state management.
December 2025

v1.0 — Initial Launch

New Shader Studio — Visual shader builder with live preview. Select from built-in shader types, customize colors and parameters, export as embeddable HTML.
New Paper.design Shaders — MeshGradient, GrainGradient, NeuroNoise, Dithering, Aurora, Plasma, and more. All GPU-rendered React components.
New Shader Library — Save shaders to your personal library. 5 free slots, unlimited with Pro.
New Pro Subscription — Unlimited shader saves, priority support, and early access to new features via Stripe billing.