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By TypeDreamMoon
Skills
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it… | TypeDreamMoon/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | today |
| 2 | Export an existing Unreal material, material function, layer, layer blend, material instance or Custom Pass pipeline back into DreamShaderLang source headlessly, so a hand-built material graph or… | TypeDreamMoon/ | 106 | — | ~2.9k | Automated safety check: Pass | MIT | today |
| 3 | Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong. | TypeDreamMoon/ | 106 | — | ~1.7k | Automated safety check: Pass | MIT | today |
| 4 | Rewrite DreamShaderLang 1.x sources (.dsm / .dsf / .dsh) as 2.0 .dss with dsc migrate, which proves each rewrite builds the same graph before it writes anything. | TypeDreamMoon/ | 106 | — | ~1.6k | Automated safety check: Pass | MIT | today |
| 5 | Clean up a machine-written DreamShader source — a decompiled or migrated .dss (or a 1.x .dsm / .dsf export) — into one a person would have written, without changing what it builds, and prove the… | TypeDreamMoon/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | today |
| 6 | Check and compile DreamShader sources headlessly — one file or the whole DShader tree — without opening the Unreal editor, and read back every diagnostic with its file, line and code. | TypeDreamMoon/ | 106 | — | ~2.1k | Automated safety check: Pass | MIT | today |