3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when authoring shaders/materials or building visual effects in ANY engine — the shader model (vertex/fragment/compute, what each reads and writes), node-graph material thinking, procedural texturing (noise, SDFs, triplanar, vertex-color/splat masks) vs. baked textures, the
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill shaders-and-vfx --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill shaders-and-vfx -a windsurf -y
name: shaders-and-vfx description: Use when authoring shaders/materials or building visual effects in ANY engine — the shader model (vertex/fragment/compute, what each reads and writes), node-graph material thinking, procedural texturing (noise, SDFs, triplanar, vertex-color/splat masks) vs. baked textures, the VFX toolkit (CPU vs GPU particles, trails/ribbons, decals, distortion/refraction, dissolve/hit-flash/rim effects), stylized rendering (toon/cel shading, outline rendering via inverted hull or post-process edge detection), and VFX performance. Also use to diagnose shader compilation stutter, overdraw/fill-rate collapse, an unreadable "particle storm", or generated materials that all look the same. Triggers on "shader", "material", "shader graph", "procedural texture", "noise", "SDF", "triplanar", "particles", "VFX", "visual effects", "trail", "decal", "distortion", "dissolve", "hit flash", "rim light", "fresnel", "toon shader", "cel shading", "outline", "stylized rendering", "shader stutter", "overdraw", "particle storm", "fill rate".
How to author shader-driven materials and visual effects that are parametric, readable, and cheap — across any engine. A shader is a data-flow contract (each stage reads and writes specific things); a material is a bounded parameter surface a generator can vary safely; VFX is the rendering substrate for game-feel's feedback channels, and the single biggest fill-rate risk if left unbudgeted.
> **Tier:** technical craft (→ `gamestack-core`). Engine-agnostic shading/VFX principles, the technical substrate for game-feel-and-juice's feedback channels.
This skill owns **shader, material, and particle technical implementation** — what each shader stage reads/writes, how a material parameterizes, how each VFX primitive is built and what it costs. Adjacent concerns live in sibling skills:
> **1. The shader stages are a contract; vary parameters, not plumbing.** A vertex shader transforms and emits interpolated outputs; a fragment shader reads them and writes one pixel; a compute shader reads/writes arbitrary buffers. A generator's authoring surface is **uniforms, textures, and parameters** fed into a small set of hand-authored master materials — never new shader code. That single rule caps shader-variant explosion at the source.
> **2. VFX is feedback made of fill rate — budget it or it fails twice.** Every particle, trail, and distortion effect is *how* a feedback channel is built; layered transparency is the #1 fill-rate cost. The "particle storm" fails twice at once — it tanks frame rate *and* obscures the gameplay state the VFX was meant to communicate. Cap concurrent emitters and overdraw the same way `game-feel-and-juice` caps the juice budget.
> **Why this matters doubly for a generator:** a human technical artist *sees* the overdraw, the variant count, the particle storm, the samey materials. An autonomous generator does not. Hand-author the master materials, the VFX recipe palette (each effect a bounded template), and the signal-color palette as inviolable contracts; let generation select and parameterize within them; run a variant/PSO validator, an overdraw/fill-rate validator, and a concurrent-VFX validator before any content is committed.
Start with `GUIDE.md`, then apply `CHECKLIST.md`. </content>
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.