At first, you'll have to separate "vertex shaders" from "pixel shaders".
Vertex shaders can manipulate where objects appear. Using them, you can change the shape of objects parametrically (e.g. make jelly wobble, or – with additional Tesselation and Geometry shaders – display 4-dimensional fractals you could hardly prepare as a mesh in a 3D modeller). Those won't be too common yet in PS.
Pixel shaders can manipulate how objects appear. Objects in 3D worlds will usually have a base color (interpolated between the vertices = edge points of mesh primitives, usually triangles), most often covered by a texture (a picture mapped onto its surface); but every pixel displayed on screen can also have a small routine attached which calculates differences from the base color or each "texel" (pixel in the mapped texture) at this position.
Very common pixel shaders do calculate gloss and reflections, based on the "normal vector" (the direction perpendicular to the angle of the surface at this pixel, which may be altered by additional "normal maps", making a surface look bumpy despite its 3D model = mesh being flat); good looking water surfaces with ripples and even gradual transparency are already quite complex pixel shaders and may require an advanced generation of graphic cards. The pixel shaders tinting hair are very simple, in comparison.