Ray Kiln Pro

More from the app, paid once.

Ray Kiln Pro adds tools to the Ray Kiln app for Mac and to the playground in your browser, and a little to your account here. It costs US$10, once. No subscription: nothing renews and nothing more is charged.

US$10 once, plus any sales tax or VAT for your country

One moment…

Performance hints, live: as each fix lands, its hint goes.
As you type

Performance hints in the editor

The shader linter runs every time your shader compiles, in the Mac app and in the playground in your browser. Each line that costs time on Apple GPUs is marked where you are working, with the change that fixes it, and the hint goes the moment the fix lands. In the playground, the GPU time readout then says what the edit did: faster, slower or the same, with a chart of your recent edits.

  • Half math that a float literal quietly turns into 32-bit math
  • pow and length where a multiply or a squared length will do
  • Dependent texture reads, discards, integer division: 12 rules in all, the same as the free linter
  • In the app, listed beside the shader too; ⌥⌘L hides them
The inspector's Performance section: three hints, each with its line, what it costs and the fix to copy, such as x * x for pow(x, 2.0) and 1.2h for a float literal in half math.
On the GPU · macOS 27

GPU frame analysis

One frame of your shader, rendered and read with Apple’s own tools: its GPU time, what limits it and its registers, with the linter’s findings beside them, so the number comes with the line to change. Analyze again after a fix to see what it saved.

  • The limiter, in words you can act on
  • Registers and spills for every shader in the frame
  • What changed since the last analysis, and the two captures side by side
  • A frame of your own Metal app (a development build) checked for loads, stores and passes it doesn’t need

Times and registers need an M3 or later.

The GPU Frame window for a shader: 0.140 ms, limited by 32-bit float math with advice to use half, a table of registers, and the linter's findings, starting with pow(x, 2.0) on line 6.

And everything else in Pro

ProRes, transparent video and seamless loops

Export ProRes, and HEVC with transparency for compositing; loops that end exactly where they start.

Live wallpaper and a screen saver

Any shader running as your desktop wallpaper, or as your Mac’s screen saver.

Sound and controllers

Shaders that react to the microphone, and sliders moved from a MIDI controller, in the app and the playground, or over OSC in the app.

Keyframes

Parameters that change over time, keyed at moments and exported with the video, in the app and the playground.

Your own inputs

Images, video and the webcam, in the app and the playground; and in the app, the previous frame for feedback effects (free in the playground).

Performance mode

Shaders full screen from a set list, switched by key or MIDI with a fade, in the browser.

Copy as SwiftUI

A shader as a SwiftUI view to paste into your app, or a small package ready for Xcode.

SwiftUI effects for Xcode

A SwiftUI effect made in the playground or the app as a Swift package with a #Preview; and in the app, SwiftUI’s own picture of it beside Ray Kiln’s, as you type (with Xcode installed). About SwiftUI shader effects.

Snapshots

Versions of your shader kept as you work, to look back at or go back to: in the app, and for your drafts in the playground.

What each edit costs, in the browser

The playground’s GPU time readout says what your last edit did to it, 25% faster or 10% slower, with a chart of your recent edits; on any computer whose browser times the GPU.

Shadertoy and GLSL in, web pages out

In the app: File > Import GLSL or Shadertoy turns a Shadertoy or GLSL shader into a Ray Kiln shader, and File > Export Web Page saves any fragment shader as one HTML file that runs it with WebGPU. On the site, the GLSL to Metal tool does the import in the browser.

More from the free tools

From the Metal to WebGPU converter, a web page that runs your shader on its own with WebGPU, sliders and all, to open anywhere or put on your site; from the noise explorer, the noise as a seamless, tiling PNG up to 4096 × 4096, for games, 3D and backgrounds.

GLSL to Metal

A Shadertoy or GLSL shader as Metal that opens in the playground and runs in the app: mainImage, iTime, matrices and out parameters converted, and anything that doesn’t convert named on its line. Try it.

A Pro badge

Beside your handle on the gallery, your page and the shaders you share.

Longer loops, more shares

Gallery loops up to 16 seconds, made by the app or the playground, and 60 shares a day instead of 20.

Everything that is free today stays free: the episodes, accounts, favourites, sharing, forks, collections, wallpapers, embeds, the new-episode emails, and every export preset already in the app, 4K included.

Free and Pro

FreePro
The episodes, their videos, source and soundYesYes
An account, favourites, collections, new-episode emailsYesYes
The app: editor, sliders, presets, stillsYesYes
Video export, up to 4K, and the social clipsYesYes
Forks, embeds, wallpapers to downloadYesYes
Sharing shaders to the gallery20 a day, 8-second loops60 a day, loops up to 16 seconds
ProRes, HEVC with transparency, seamless loopsNoYes
Live wallpaper and screen saverNoYes
Microphone, MIDI and OSCNoYes
KeyframesNoYes
Images, video, webcam and feedback inputsNoYes
Performance mode in the browserNoYes
Copy as SwiftUINoYes
SwiftUI effects: running them, in the app and the playgroundYesYes
SwiftUI effects for Xcode, and SwiftUI’s own preview in the appNoYes
Snapshots (version history)NoYes
The shader linter, in the browserYesYes
Performance hints in the editor, as you type (app and playground)CountedYes
GPU time a frame, in the playgroundYesYes
What each edit did to that time, with a chartNoYes
GPU frame analysis (macOS 27)NoYes
The free tools: linter, converter, graph, palette, noiseYesYes
A shader as a web page of its own; tiling noise texturesNoYes
Import GLSL and Shadertoy in the app; export a web pageNoYes
GLSL and Shadertoy to Metal, in the browserA previewYes
A Pro badge beside your handleNoYes

Questions

Is it a subscription?
No. You pay US$10 once. Pro covers the Pro features added in later versions too, for as long as Ray Kiln runs.
Does it work offline?
Pro needs you signed in to your account in the app, in its Account window, which takes a connection. After that, the Pro features work without one.
Is it for one account?
Yes. Pro belongs to the Ray Kiln account that bought it, on every Mac where you sign in to that account.
Is Pro on Windows, Linux, iPhone or iPad?
The Ray Kiln app is for the Mac (macOS 15 or later), and so are its Pro tools. In the playground, which runs in any browser with WebGPU, on Windows and Linux too, Pro adds performance hints, keyframes, your own inputs, MIDI, performance mode and snapshots of your drafts, and, where the browser times the GPU, what each edit costs.
Can I get a refund?
Yes, within 30 days. See the refund policy.
Who sells it?
Paddle.com, our reseller and merchant of record, handles the payment, the receipt and any sales tax or VAT. Ray Kiln never sees your card details. Receipts are on your account page once you have bought it.

Paddle.com, our reseller and merchant of record, takes the payment and handles tax; Ray Kiln never sees your card. This page, on its own address, is the only one that loads Paddle’s checkout; the pages where you are signed in never do. Buying Pro means you accept the terms; the privacy page says what is kept about a purchase. Questions: support@pablin.me.