Shaderprogramming

SKILL开发
开发 未标注权限 许可证不明确
安装这个技能

ShaderProgramming专用技能,帮助AI Agent高效完成相关任务。

一句话选型结论

按资料字段整理

Shaderprogramming是开发类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类开发 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_3c6cb52e/shader-programming-2m2b
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

开发
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_3c6cb52e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622301
正文体量6.8 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
写代码与改 bug

按需求补代码、定位并修掉报错。

读仓库与生成改动

让模型读懂项目结构,再给出可落地的改动。

跑测试与排查故障

按现象排查问题,补测试用例并复跑。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在开发场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Shaderprogramming当前 未标注权限 未标注 未标注 未标注 有
技能审查员 浏览器控制 ClawHub 市场 877.9 万 OpenClaw 有
Vercel React 最佳实践 浏览器控制 GitHub 仓库 849.1 万 Codex、Claude、Cursor 有
GitHub 代码协作 联网访问 ClawHub 市场 763.3 万 OpenClaw 有
网页设计指南 联网访问 GitHub 仓库 668.6 万 Codex、Claude、Cursor 有
本体论 只读 ClawHub 市场 663.7 万 OpenClaw 有

SKILL.md 全文

6.8 KB
模型实际读到的说明书原文,来自技能仓库

Shader programming (cross-engine)

Shaders are small programs that run per vertex and per pixel on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use godot-shaders (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.

When to use

  • Use to understand or write vertex/fragment shaders and to reason about UVs,
    coordinate spaces, and the GPU pipeline.
  • Use to build common effects: tint/recolor, scrolling textures, dissolve,
    outlines, fresnel/rim light, vignette, color grading.
  • Use to translate a shader concept between GLSL and HLSL, or between engines.

When not to use: for an engine's exact shader language and built-ins, use
godot-shaders (Godot shading language) or the engine's material docs. For full
particle VFX systems, see unreal-niagara. For post-process stacks, defer to
the engine's renderer settings.

Core workflow

  1. Know which stage you're in. The vertex shader transforms each vertex
    into clip space and passes data (UVs, normals) onward; the fragment/pixel
    shader runs per rasterized pixel and outputs a color. Most game effects live
    in the fragment stage.
  2. Track coordinate spaces. Positions move model → world → view → clip space;
    normals belong in world or view space. Mixing spaces is the most common bug.
  3. Drive effects with UVs and time. UVs are 0..1 texture coordinates;
    offset, scale, or distort them, and animate with a time uniform.
  4. Work per pixel, branch-light. Prefer mix, step, smoothstep, and
    clamp over if where possible; GPUs run pixels in lockstep and dislike
    divergent branches.
  5. Pass data via uniforms (constant per draw) and varyings (interpolated
    vertex→fragment). Keep texture samples few; they dominate cost.
  6. Verify visually and on target hardware. Shaders that look right on desktop
    can break on mobile (precision, missing features). Test where it ships.

Patterns

GLSL-style fragment snippets (close to Godot's canvas_item/spatial
shaders and OpenGL). See references/effects.md for the HLSL equivalents and
the full outline/fresnel/vignette shaders.

1. Fragment basics: sample, tint, and combine

// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint;          // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv;                 // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);   // HLSL: tex.Sample(samp, uv)
    frag = c * tint;             // component-wise multiply tints without clipping
}

2. Scrolling UVs (animated texture) — frame-rate independent

// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time;          // seconds, supplied by the engine
uniform vec2 scroll_speed;   // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
    vec2 scrolled = fract(uv + scroll_speed * time);  // HLSL: frac(...)
    frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.

3. Dissolve (threshold a noise map, glow the edge)

// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex;     // grayscale noise, 0..1
uniform float amount;            // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05;       // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
    vec4 c = texture(tex, uv);
    float n = texture(noise_tex, uv).r;
    if (n < amount) discard;                 // cut away dissolved pixels
    float e = smoothstep(amount, amount + edge, n);  // 0 at the edge -> 1 inside
    frag = mix(edge_color, c, e);            // HLSL: lerp(edge_color, c, e)
}

4. Fresnel rim light (3D) — brighten glancing angles

// Rim = 1 where the surface faces away from the camera (silhouette glow).
in vec3 world_normal;        // normalized, world space (from the vertex stage)
in vec3 view_dir;            // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
    float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
    frag = vec4(rim_color * f, 1.0);   // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.

Pitfalls

  • Mixing coordinate spaces (lighting a world-space normal against a
    view-space light) yields subtly wrong shading. Pick one space and convert
    everything into it.
  • Forgetting to normalize interpolated normals/directions: interpolation
    shortens vectors, so dot() results drift. normalize() in the fragment stage.
  • UV assumptions across engines. Some engines flip V (top-left vs bottom-left
    origin); a texture may appear upside-down. Know your engine's convention.
  • Heavy branching / dynamic loops stall GPUs. Prefer step/smoothstep/
    mix; reserve if/discard for genuinely cheap early-outs.
  • discard defeats early-Z and can hurt performance on tiled mobile GPUs;
    prefer alpha blending where you can.
  • Precision on mobile: highp vs mediump matters; large UVs or time values
    in low precision shimmer. Use adequate precision for coordinates and time.
  • Assuming GLSL == HLSL. mix↔lerp, fract↔frac, texture()↔.Sample(),
    vec2↔float2, column- vs row-major matrices. See the reference mapping.

References

  • references/effects.md — full outline (2D sprite + 3D), vignette, and color
    grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes
    (Godot canvas_item/spatial, Unity ShaderLab/HLSL, Unreal material nodes).

Related skills

  • godot-shaders — Godot shading language syntax, built-ins, and screen-reading.
  • unreal-niagara — GPU particle VFX (a different shader use).
  • procedural-gen — the noise that drives dissolve and procedural texturing.

常见问题

5 问
答案由本站依据条目字段整理
Shaderprogramming怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c6cb52e/shader-programming-2m2b。安装方式为未标注。装完刷新技能列表或重开客户端。

Shaderprogramming支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Shaderprogramming权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Shaderprogramming收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Shaderprogramming用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。