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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Extract, define, and apply design DNA across three dimensions: design system (tokens), design style (qualitative feel), and visual effects (Canvas, WebGL, 3D, particles, shaders, scroll effects… | zanwei/ | 1.9k | 1 repo | ~2.1k | Automated safety check: Pass | MIT | 1 mo ago |
| 2 | List all shaders available in the project assets and packages, sorted by name. | IvanMurzak/ | 4.4k | 1 repo | ~435 | Automated safety check: Pass | Apache-2.0 | 4 days ago |
| 3 | Generates WebGL shaders for video effects, transitions, masks and color grades in the OpenChatCut editor, trying built-in catalog effects such as zoom before making anything new. | 0xsline/ | 2.2k | 1 repo | ~3.2k | Automated safety check: Pass | AGPL-3.0 | yesterday |
| 4 | 4.Pixijs Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. | RSamaium/ | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | 12 days ago |
| 5 | Create a new experiment in TresJS Lab with all necessary files | Tresjs/ | 3.8k | — | ~782 | Automated safety check: Pass | MIT | yesterday |
| 6 | GPU frame debugging with RenderDoc via rdc-cli. An agent skill from rudybear/renderdoc-skill. | rudybear/ | 211 | — | ~4k | Automated safety check: Pass | MIT | 7 mo ago |
| 7 | RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes. | clshortfuse/ | 4.4k | — | ~7.3k | Automated safety check: Pass | MIT | today |
| 8 | Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps. | flopperam/ | 1.1k | — | ~927 | Automated safety check: Pass | No licence | 3 mo ago |
| 9 | 9.Rdc CLI A skill your agent uses when working with RenderDoc capture files (.rdc), analyzing GPU frames, tracing shaders, inspecting draw calls, or running CI assertions against GPU captures. | BANANASJIM/ | 181 | — | ~2.9k | Automated safety check: Pass | MIT | today |
| 10 | 10.Metal Kernel Write Metal/MPS kernels for PyTorch operators. An agent skill from pytorch/pytorch. | pytorch/ | 104k | — | ~4.9k | Automated safety check: Pass | Unknown | today |
| 11 | Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly. | winyunq/ | 208 | — | ~913 | Automated safety check: Pass | MIT | 2 mo ago |
| 12 | RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare… | clshortfuse/ | 4.4k | — | ~5.6k | Automated safety check: Pass | MIT | today |
| 13 | 13.Sokol Net Sokol.NET framework development — use for ANY work in this repo: creating or debugging examples, building/running for desktop/Android/iOS/Web, writing or compiling shaders, adding a new C/C++… | elix22/ | 154 | — | ~2.8k | Automated safety check: Pass | MIT | 2 days ago |
| 14 | Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks. | winyunq/ | 208 | — | ~2.6k | Automated safety check: Pass | MIT | 2 mo ago |
| 15 | Provides patterns and best practices for TouchDesigner via MCP API - operator creation, network layout, rendering, GLSL shaders, data conversion (CHOP/SOP/POP/TOP/DAT). | satoruhiga/ | 127 | — | ~1.5k | Automated safety check: Pass | No licence | 7 mo ago |
| 16 | Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects. | AThevon/ | 424 | 2 repos | ~3.5k | Automated safety check: Pass | Unknown | 2 days ago |
| 17 | 17.P5js Production pipeline for interactive and generative visual art using p5.js. | Tommy-yw/ | 546 | 1 repo | ~6.8k | Automated safety check: Pass | MIT | 4 mo ago |
| 18 | 18.Bibi Vision Extract visual content from a BibiGPT video (slides, OCR, on-screen text) and generate a mind map from a saved summary. | JimmyLv/ | 128 | — | ~583 | Automated safety check: Pass | No licence | 29 days ago |
| 19 | Creates and edits Defold resource and component files that use Protobuf Text Format (.collection, .go, .atlas, .sprite, .gui, .collisionobject, .convexshape, .label, .font, .material, .model, .mesh… | selimanac/ | 111 | — | ~2.7k | Automated safety check: Pass | No licence | 5 mo ago |
| 20 | Decides whether an interface effect belongs in CSS, SVG, Canvas 2D, WebGL or WebGPU, then builds, debugs and visually verifies focused GPU effects inside product UIs. | v2space-labs/ | 115 | — | ~3.1k | Automated safety check: Pass | MIT | 1 mo ago |
| 21 | Run jobs on the fly.ai compute network and pay for them - fly connectome experiments, or the user's own WebAssembly programs and WGSL GPU shaders, run by browser miners. | alextitonis/ | 139 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 22 | 22.Code Review RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR… | clshortfuse/ | 4.4k | — | ~3.5k | Automated safety check: Pass | MIT | today |
| 23 | Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film… | nirholas/ | 227 | 1 repo | ~760 | Automated safety check: Pass | Apache-2.0 | today |
| 24 | Extract, reproduce, and locally replay a single WebGL / WebGPU / Canvas / shader / animated-3D visual effect from a web page — the GPU-rendered surface that DOM/CSS cloning is blind to. | cth9191/ | 133 | — | ~1.4k | Automated safety check: Pass | MIT | 1 mo ago |
| 25 | 25.Typegpu TypeGPU is type-safe WebGPU in TypeScript. An agent skill from software-mansion-labs/skills. | software-mansion-labs/ | 291 | 2 repos | ~5.6k | Automated safety check: Pass | No licence | 10 days ago |
| 26 | Create Framer Code Components and Code Overrides. An agent skill from fredm00n/framerlabs. | fredm00n/ | 135 | — | ~5.8k | Automated safety check: Pass | MIT | 2 mo ago |
| 27 | 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 | yesterday |
| 28 | 28.Tsl Implement, migrate, review, debug, or verify Three.js Shading Language (TSL) materials, node graphs, WebGPU compute work, and post-processing. | pmndrs/ | 393 | — | ~1.5k | Automated safety check: Pass | MIT | today |
| 29 | ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls… | AmelieHeinrich/ | 146 | — | ~3.6k | Automated safety check: Pass | MIT | 11 days ago |
| 30 | Architecture and gotchas for packages/stage — the Threlte/Three.js map renderer (layers, two-pass rendering, shaders, coordinate flips, performance tiers, disposal). | Siege-Perilous/ | 122 | — | ~4.1k | Automated safety check: Pass | Unknown | 2 days ago |
| 31 | Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance… | flornkm/ | 113 | — | ~4.7k | Automated safety check: Pass | MIT | 1 mo ago |
| 32 | A skill for developing the Vulkan renderer in Yamagi Quake II Remaster. | yquake2/ | 113 | — | ~482 | Automated safety check: Pass | Unknown | yesterday |
| 33 | 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 | yesterday |
| 34 | Add a new compute or surface shader for sensor data processing or visualization. | lge-ros2/ | 176 | — | ~2.1k | Automated safety check: Pass | MIT | 2 days ago |
| 35 | ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to… | AmelieHeinrich/ | 146 | — | ~3.4k | Automated safety check: Pass | MIT | 11 days ago |
| 36 | Three.js materials - PBR, basic, phong, shader materials, material properties. | OWWZO/ | 186 | 5 repos | ~3.4k | Automated safety check: Pass | No licence | 19 days ago |
| 37 | 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 | yesterday |
| 38 | ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to… | AmelieHeinrich/ | 146 | — | ~3.8k | Automated safety check: Pass | MIT | 11 days ago |
| 39 | 39.Naga Setup Get naga WGSL validation working in a repo — installs the naga/jq toolchain, a PostToolUse hook that compiles every .wgsl on write, and a batch validate-shaders script, so shader checking then… | oframe/ | 151 | — | ~1.9k | Automated safety check: Pass | Unlicense | 12 days ago |
| 40 | Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4… | chongdashu/ | 149 | — | ~2.8k | Automated safety check: Pass | No licence | 5 mo ago |
| 41 | Three.js post-processing - EffectComposer, bloom, DOF, screen effects. | OWWZO/ | 186 | 5 repos | ~3.6k | Automated safety check: Pass | No licence | 19 days ago |
| 42 | Create and debug Minecraft 26.x and 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders. | Jahrome907/ | 166 | — | ~3.2k | Automated safety check: Pass | MIT | 25 days ago |
| 43 | 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 | yesterday |
| 44 | ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to… | AmelieHeinrich/ | 146 | — | ~4.4k | Automated safety check: Pass | MIT | 11 days ago |
| 45 | 45.R3f Shaders Implement custom GLSL or TSL materials in React Three Fiber, including uniforms and vertex deformation. | EnzeD/ | 128 | — | ~1.4k | Automated safety check: Pass | No licence | 1 mo ago |
| 46 | 46.Hlsl HLSL code generation, StringBuilder patterns, builtin headers, and DXIL embedding. | LuisaGroup/ | 1.1k | — | ~1.6k | Automated safety check: Pass | Apache-2.0 | today |
| 47 | A skill your agent uses when writing custom shaders, uniforms, filters, or batchers in PixiJS v8. | netaart/ | 570 | — | ~2.8k | Automated safety check: Pass | MIT | today |
| 48 | Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. | OWWZO/ | 186 | 5 repos | ~3.5k | Automated safety check: Pass | No licence | 19 days ago |