Rendering Shaders skills for AI agents
10 practitioner-grade rendering shaders skills, each a focused Markdown document your agent loads into context on demand. Search them from Claude Desktop, Cursor or any MCP client, or pull one with the CLI.
All 10 skills
- Compute Shaders
Expert guidance for GPU compute shader programming including particle systems, physics simulation, data-parallel processing, and general-purpose GPU computing in game engines and rendering pipelines.
56 lines - Global Illumination Techniques
Expert guidance for implementing global illumination systems including lightmaps, irradiance probes, screen-space GI, Lumen-style approaches, and hybrid solutions for real-time and baked lighting.
56 lines - GLSL Shader Programming
Expert guidance for writing GLSL shaders for OpenGL and WebGL applications, covering modern GLSL 4.x conventions, WebGL2 constraints, and cross-platform shader development.
56 lines - HLSL Shader Programming
Expert guidance for writing HLSL shaders targeting DirectX and Unity rendering pipelines, covering vertex, pixel, geometry, hull, and domain shaders with modern best practices.
56 lines - GPU Optimization and Profiling
Expert guidance for profiling and optimizing real-time rendering performance, covering GPU profiling tools, draw call optimization, batching, LOD systems, memory management, and platform-specific GPU tuning.
56 lines - Post-Processing Effects
Expert guidance for implementing screen-space post-processing effects including bloom, depth of field, SSAO, motion blur, color grading, and temporal anti-aliasing in real-time renderers.
56 lines - Real-Time Ray Tracing
Expert guidance for implementing real-time ray tracing using DXR, Vulkan RT, and engine-level integrations, covering acceleration structures, shader tables, denoising, and hybrid rendering approaches.
56 lines - Rendering Pipeline Architecture
Expert guidance for designing and implementing rendering pipelines including forward and deferred rendering, custom render passes, scriptable render pipelines, and modern frame graph architectures.
56 lines - Visual Shader Editors
Expert guidance for building shaders using visual node-based editors including Unity Shader Graph, Unreal Material Editor, and similar tools, bridging artist-friendly workflows with technical correctness.
56 lines - Stylized and Non-Photorealistic Rendering
Expert guidance for implementing non-photorealistic rendering techniques including cel shading, outline rendering, painterly effects, halftone, hatching, and art-directed stylization in real-time engines.
56 lines