/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.
Claude Code
$ npx -y skills add figma/mcp-server-guide --skill figma-shaders --agent claude-code
Codex
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a codex -y
Cursor
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a cursor -y
Gemini CLI
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a gemini-cli -y
GitHub Copilot
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a github-copilot -y
OpenCode
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a opencode -y
Windsurf
$ npx skills add figma/mcp-server-guide --skill figma-shaders -a windsurf -y
SKILL.md
figma-shaders.SKILL.mdname: 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.
Version notes
For every `update_shader` call, check the tool's advertised input schema and include each field below when that field is exposed:
- `versionDescription`: A concise, nonblank, single-line summary of the changes delivered, focused on the user-visible result.
- `versionDetail`: One or two nonblank sentences explaining the key implementation detail. Keep the detail proportional to the change, support it with the work performed, and avoid repeating the summary.
If either field is absent from the advertised schema, omit that field and continue the update. Always include the required `commitMessage`. Do not send empty placeholders or claim unperformed work.
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 alr
Read more
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.
Version notes
For every `update_shader` call, check the tool's advertised input schema and include each field below when that field is exposed:
- `versionDescription`: A concise, nonblank, single-line summary of the changes delivered, focused on the user-visible result.
- `versionDetail`: One or two nonblank sentences explaining the key implementation detail. Keep the detail proportional to the change, support it with the work performed, and avoid repeating the summary.
If either field is absent from the advertised schema, omit that field and continue the update. Always include the required `commitMessage`. Do not send empty placeholders or claim unperformed work.
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 alr
The Figma MCP server brings Figma directly into your workflow by providing important design information and context to AI agents generating code from Figma design files. For the complete set of Figma MCP server docs, see our developer documentation.
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Questions about figma-shaders.
- Which coding agents can use figma-shaders?
- figma-shaders installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

