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/figma-shaders

**MANDATORY prerequisite** — load this skill before calling `create_shader` or `update_shader`. Use when the user asks to create, author, change, fix, or iterate on a shader effect, shader fill, custom effect, custom fill, or procedural shader in Figma.

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figma
2k14 skills1 MCP
Install
$ npx -y skills add figma/mcp-server-guide --skill figma-shaders --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/figma-shaders

Context preview

The summary Claude sees to decide when to auto-load this skill.

**MANDATORY prerequisite** — load this skill before calling `create_shader` or `update_shader`. Use when the user asks to create, author, change, fix, or iterate on a shader effect, shader fill, custom effect, custom fill, or procedural shader in Figma.

SKILL.md

figma-shaders.SKILL.md
name: figma-shaders
description: "**MANDATORY prerequisite** — load this skill before calling `create_shader` or `update_shader`. Use when the user asks to create, author, change, fix, or iterate on a shader effect, shader fill, custom effect, custom fill, or procedural shader in Figma."
disable-model-invocation: false

Create and update Figma shaders

Load this skill before every `create_shader` or `update_shader` call. It covers account-library shader authoring through the Figma MCP server. Reading or applying an existing shader does not require this skill.

Shaders have two kinds:

  • `effect` samples and transforms the rendered layer beneath it. Use it for blur, distortion, glow, color grading, pixelation, halftone, or other post-processing.
  • `fill` generates pixels without an input raster. Use it for gradients, patterns, noise, textures, and procedural backgrounds.

Do not silently switch kinds during an update. The `kind` passed to `update_shader` must match the existing shader.

Create workflow

1. Decide whether the request is an effect or fill. Ask only when the visual intent does not resolve the distinction. 2. Resolve `planKey`. Reuse one supplied by the user; otherwise call `whoami`. Use the sole eligible plan automatically, or ask the user to choose when several materially different plans are available. 3. Call `create_shader` once with a concise name, description, selected `kind`, and `planKey`. This creates a starter scaffold, not the requested final shader. 4. Call `get_shader` with the returned `id`, then read every source URI. If the client cannot read MCP resources, call `get_shader` with `includeSource: true` instead. This establishes the runtime imports and the scaffold's fixed metadata contract. 5. Author the complete replacement `main.ts` for the requested result. 6. Call `update_shader` with the returned `id`, the same `kind`, `files: [{ path: "main.ts", content: "..." }]`, and a specific `commitMessage`. Use `metadata` when changing the name, description, or animation capabilities. Set `metadata.isAnimated: true` when the source reads time-related frame inputs and `metadata.usesMouse: true` when it reads `frame.mousePosition`.

Never stop after `create_shader`: the starter scaffold is only a structural starting point.

Update workflow

1. Identify the shader with `list_shaders`, then call `get_shader`. Use its `type` (`effect` or `fill`) as the required update kind. 2. Read every source URI returned by `get_shader` before editing. If the client cannot read MCP resources, call it with `includeSource: true`. Treat those files as the current source of truth. 3. Preserve existing controls and behavior unless the user asks to change them. 4. Call `update_shader` with the complete replacement `main.ts` in the `files` array, not a diff or partial fragment. An empty `files` array is valid only for a metadata-only update.

Authoring rules

  • Before writing the `main.ts` replacement, read [Shader source authoring](references/authoring.md). It contains the required module shape, WebGPU lifecycle, supported parameter schemas, effect/fill alpha rules, and WGSL failure checklist.
  • Match animation metadata to the source. Set `metadata.isAnimated: true` if `main.ts` reads `frame.time`, `frame.deltaTime`, or `frame.frame`, and set `metadata.usesMouse: true` if it reads `frame.mousePosition`. Set the corresponding value to `false` when removing the last such use. `update_shader` applies these metadata fields to the fixed `features.json` manifest even though that file cannot be replaced directly.
  • Prefer `frame.time` for animation so skipped frames do not change the result. It is an absolute millisecond clock; convert it to seconds with `Number(frame.time) * 0.001` when useful.
  • Expose controls for values users are likely to tune per layer; hardcode implementation details.
  • Keep numeric ranges bounded and defaults visually useful.
  • For effects, sample the input raster intentionally. For fills, do not assume an input raster exists.
  • Treat a non-error `update_shader` result as success. Record the returned version when present; a successful response may omit it.
  • On a build error, use the returned compiler output to make the smallest source correction and retry once. If it still fails, surface the error instead of repeatedly rewriting the shader.
  • If the tool reports that animation or mouse input is unavailable, treat that as a terminal capability gate: do not retry or attempt to bypass it. Offer to author a static shader whose exposed properties can be keyframed in Motion mode instead.

Completion

Report the shader name, kind, and id, plus the returned version when present. Briefly identify the controls or behavior that were added. Construct and include a clickable URL that opens a new Design file with the unpublished shader ready to try, using the exact shader id as `try-tool-resource-content-id`. Set `try-tool-resource-type` from the shader kind: `gen_effect` for an effect and `gen_fill` for a fill.

`https://www.figma.com/file/new?try-tool-resource-content-id=<id>&try-tool-resource-type=<gen_effect|gen_fill>&type=design&mode=design`

After presenting the new-file link, ask whether the user wants to open the shader in an existing Figma Design file instead. If yes, reuse a file URL already provided or ask for one, then add the same `try-tool-resource-content-id` and resolved `try-tool-resource-type` query parameters to that URL. Never guess the file URL.

Replace the type placeholder with exactly one value; do not include angle brackets or the pipe in the returned URL.

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