I turned a Pokémon card from my binder into a real holographic shader with Kimi K3.1 Pro and Three.js.
Diffraction grating, 8 foil patterns, drag to tilt. $2.10 and 38 minutes.
The rule that made it work: never ask for "A holo card shader". Ask for one layer at a time.
Step 1 -> One card texture from my own binder, a plane in Three.js, orbit controls. Nothing shiny yet.
Step 2 -> The diffraction grating itself in a single prompt: a rainbow that moves with the view angle, not a static gradient.
Step 3 -> Foil patterns as toggles: hairline, pillar beams, crosshatch, cracked ice, glitter, water ripple, cat eye. One prompt each, test each one before the next.
Step 4 -> Sliders for foil exposure, star intensity, pattern scale. Auto-rotate on a Lissajous path so it never sits still.
Step 5 -> Export PNG and WebM straight from the canvas, so the card can leave the browser.
Step 6 -> K3.1 Pro reviews its own shader, finds the banding on the cat-eye pattern, fixes it before I even notice.
The split:
> Three.js: the plane, the camera, the controls.
> GLSL: every pattern, written by K3.1 Pro.
> K3.1 Pro: the shader math, the UI, the fixes.
> Me: tilt the card and decide which foil looks real.
The part that matters: the whole thing cost about half of what Opus 5.5 charges for the same session and roughly 5x less than GPT-6 Astra, and on the high-speed version the shader came back in seconds, not minutes.
Commit after every pattern that works. A bad prompt costs seconds, not an evening.