Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA…
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shaders --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .claude/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .claude/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shadersType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shaders --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .agents/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .agents/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shaders --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .cursor/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .cursor/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/CesiumGS/cesiumjs-skills.git --path skills/cesiumjs-materials-shaders--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shaders --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .gemini/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .gemini/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shadersInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .github/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .github/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install CesiumGS/cesiumjs-skills cesiumjs-materials-shaders --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CesiumGS/cesiumjs-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/cesiumjs-materials-shaders .opencode/skills/cesiumjs-materials-shaders && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "cesiumjs-materials-shaders" agent skill from https://github.com/CesiumGS/cesiumjs-skills/tree/main/skills/cesiumjs-materials-shaders into .opencode/skills/cesiumjs-materials-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "cesiumjs-materials-shaders", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
cesiumjs-materials-shadersCesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA…
Cesiumjs Materials Shaders is an agent skill from CesiumGS/cesiumjs-skills. CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based lighting, or adding screen-space post-processing effects.
Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Shaders. The repository describes itself as: Curated agent skills for CesiumJS development. The licence is Apache-2.0.
6 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 5f4792c. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Cesiumjs Materials Shaders loads about 3.6k tokens when it runs. Until then it costs about 100 tokens; SKILL.md has 686 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from CesiumGS/cesiumjs-skills at commit 5f4792c, republished under its Apache-2.0 licence (© CesiumGS). 686 words, ~3,591 tokens.
.claude/skills/cesiumjs-materials-shaders/SKILL.md (or your agent's skills folder).Version baseline: CesiumJS 1.144 (August 2026). All imports use ES module style.
Material defines surface appearance for Primitives through a JSON schema called Fabric. Materials compile to GLSL and are consumed by MaterialAppearance or PolylineMaterialAppearance.
While a material's image loads, CesiumJS renders a placeholder texture that
defaults to white. Since 1.144 the static Texture.defaultColor changes that
placeholder color to avoid white flashes during material construction. Note
that the Texture class is runtime-public but absent from the published
TypeScript definitions, so TypeScript callers need a cast.
Surface: Color (color), Image (image, repeat), DiffuseMap, AlphaMap, SpecularMap, EmissionMap (image, channel(s), repeat), BumpMap, NormalMap (image, channel(s), strength, repeat).
Patterns: Grid (color, cellAlpha, lineCount, lineThickness), Stripe (evenColor, oddColor, repeat), Checkerboard (lightColor, darkColor, repeat), Dot (lightColor, darkColor, repeat).
Effects: Water (baseWaterColor, blendColor, normalMap, frequency, animationSpeed, amplitude), RimLighting (color, rimColor, width), Fade (fadeInColor, fadeOutColor, maximumDistance).
Terrain: ElevationContour (color, spacing, width), ElevationRamp (image, minimumHeight, maximumHeight).
Polyline: PolylineArrow (color), PolylineDash (color, gapColor, dashLength, dashPattern), PolylineGlow (color, glowPower, taperPower), PolylineOutline (color, outlineColor, outlineWidth).
import { Material, Color, Cartesian2 } from "cesium";
// Shorthand with fromType (preferred for built-in types)
const colorMat = Material.fromType("Color", { color: new Color(1.0, 0.0, 0.0, 0.5) });
// Full Fabric notation
const gridMat = new Material({
fabric: {
type: "Grid",
uniforms: { color: Color.GREEN, cellAlpha: 0.1, lineCount: new Cartesian2(8, 8) },
},
});
// Async loading -- awaits textures before first frame, no flicker
const imageMat = await Material.fromTypeAsync("Image", { image: "./textures/facade.png" });Fabric materials are for primitive appearances. Do not use non-existent entity
constructors such as WaterMaterialProperty; for the built-in water material,
create Material.fromType("Water", ...) and apply it through
MaterialAppearance on a Primitive.
Use source for inline GLSL. Uniforms declared in uniforms are available by name in the shader.
import { Material, Color } from "cesium";
const pulseMaterial = new Material({
fabric: {
uniforms: { color: Color.CYAN, speed: 2.0 },
source: `czm_material czm_getMaterial(czm_materialInput materialInput) {
czm_material material = czm_getDefaultMaterial(materialInput);
float pulse = sin(czm_frameNumber * speed * 0.01) * 0.5 + 0.5;
material.diffuse = color.rgb;
material.alpha = color.a * pulse;
return material;
}`,
},
translucent: true,
});import { Primitive, GeometryInstance, RectangleGeometry, Rectangle,
MaterialAppearance, Material, Color, Cartesian2 } from "cesium";
viewer.scene.primitives.add(new Primitive({
geometryInstances: new GeometryInstance({
geometry: new RectangleGeometry({ rectangle: Rectangle.fromDegrees(-100, 30, -90, 40) }),
}),
appearance: new MaterialAppearance({
material: Material.fromType("Checkerboard", {
lightColor: Color.WHITE, darkColor: Color.BLACK, repeat: new Cartesian2(4, 4),
}),
}),
}));materials + components)import { Material, Color } from "cesium";
const compositeMat = new Material({ fabric: {
materials: {
gridMaterial: { type: "Grid" },
colorMaterial: { type: "Color", uniforms: { color: Color.BLUE } },
},
components: {
diffuse: "gridMaterial.diffuse + 0.2 * colorMaterial.diffuse",
alpha: "min(gridMaterial.alpha, colorMaterial.alpha)",
},
}});CustomShader injects user GLSL into Model, Cesium3DTileset, and VoxelPrimitive rendering, with access to vertex attributes, feature IDs, and EXT_structural_metadata.
For shader authoring — struct reference, metadata access, feature IDs, voxel subset, 1.139 breaking changes, and seven worked examples — see the cesiumjs-custom-shader skill. This skill owns the CustomShader integration surface; the authoring depth lives there.
Minimal example:
import { CustomShader, Model } from "cesium";
const shader = new CustomShader({
fragmentShaderText: `
void fragmentMain(FragmentInput fsInput, inout czm_modelMaterial material) {
material.diffuse = vec3(1.0, 0.5, 0.0);
}
`,
});
const model = await Model.fromGltfAsync({ url: "./building.glb", customShader: shader });
viewer.scene.primitives.add(model);Controls PBR image-based lighting for Model and Cesium3DTileset. imageBasedLightingFactor (Cartesian2) scales diffuse (x) and specular (y) from 0 to 1. Diffuse comes from sphericalHarmonicCoefficients (array of 9 Cartesian3, L0-L2). Specular comes from specularEnvironmentMaps (URL to KTX2 cube map).
import { ImageBasedLighting, Model, Cartesian2, Cartesian3 } from "cesium";
const coefficients = [ // 9 Cartesian3 values for L0..L2 bands
new Cartesian3(0.35, 0.35, 0.38), new Cartesian3(0.11, 0.11, 0.11),
new Cartesian3(0.04, 0.04, 0.04), new Cartesian3(-0.08, -0.08, -0.08),
new Cartesian3(-0.02, -0.02, -0.02), new Cartesian3(0.04, 0.04, 0.04),
new Cartesian3(-0.06, -0.06, -0.06), new Cartesian3(0.01, 0.01, 0.01),
new Cartesian3(-0.03, -0.03, -0.03),
];
const ibl = new ImageBasedLighting({
imageBasedLightingFactor: new Cartesian2(1.0, 1.0),
sphericalHarmonicCoefficients: coefficients,
specularEnvironmentMaps: "./environment/specular.ktx2",
});
const model = await Model.fromGltfAsync({ url: "./helmet.glb", imageBasedLighting: ibl });
viewer.scene.primitives.add(model);
// Disable: model.imageBasedLighting.imageBasedLightingFactor = new Cartesian2(0.0, 0.0);Screen-space pipeline via viewer.scene.postProcessStages (PostProcessStageCollection). Stages execute in order; each reads colorTexture and depthTexture.
All factory functions return stage composites that must be added via viewer.scene.postProcessStages.add().
createBloomStage() (contrast, brightness, glowOnly, delta, sigma, stepSize), createBlurStage() (delta, sigma, stepSize), createDepthOfFieldStage() (focalDistance, delta, sigma, stepSize), createEdgeDetectionStage() (color, length), createSilhouetteStage([edgeStage]) (wraps an edge detection stage into a silhouette composite), createBlackAndWhiteStage() (gradations), createBrightnessStage() (brightness), createNightVisionStage(), createLensFlareStage() (intensity, distortion, ghostDispersal, haloWidth).
Bloom via factory (use this to add a distinct bloom instance via postProcessStages.add):
import { PostProcessStageLibrary } from "cesium";
const bloom = viewer.scene.postProcessStages.add(
PostProcessStageLibrary.createBloomStage()
);
bloom.enabled = true;
bloom.uniforms.contrast = 128.0;
bloom.uniforms.brightness = -0.3;
bloom.uniforms.glowOnly = false;
bloom.uniforms.delta = 1.0;
bloom.uniforms.sigma = 3.78;
bloom.uniforms.stepSize = 5.0;Silhouette via factory (pass an edge detection stage into the silhouette composite):
import { PostProcessStageLibrary, Color } from "cesium";
const edgeStage = PostProcessStageLibrary.createEdgeDetectionStage();
edgeStage.uniforms.color = Color.YELLOW;
edgeStage.uniforms.length = 0.25;
const silhouette = PostProcessStageLibrary.createSilhouetteStage([edgeStage]);
viewer.scene.postProcessStages.add(silhouette);The collection exposes always-present built-in composites for bloom, ambient occlusion, and FXAA — these do not require add(). Tonemapping defaults to PBR_NEUTRAL.
import { Tonemapper, PostProcessStageLibrary } from "cesium";
// Bloom (collection shortcut — always present, no add() needed)
viewer.scene.postProcessStages.bloom.enabled = true;
viewer.scene.postProcessStages.bloom.uniforms.contrast = 128.0;
viewer.scene.postProcessStages.bloom.uniforms.brightness = -0.3;
// Ambient Occlusion (HBAO)
viewer.scene.postProcessStages.ambientOcclusion.enabled = true;
viewer.scene.postProcessStages.ambientOcclusion.uniforms.intensity = 3.0;
// FXAA
viewer.scene.postProcessStages.fxaa.enabled = true;
// Tonemapping: REINHARD, MODIFIED_REINHARD, FILMIC, ACES, PBR_NEUTRAL (default)
viewer.scene.postProcessStages.tonemapper = Tonemapper.ACES;
viewer.scene.postProcessStages.exposure = 1.2; // <1 darker, >1 brighter
// Depth of field (added via library)
const dof = viewer.scene.postProcessStages.add(
PostProcessStageLibrary.createDepthOfFieldStage()
);
dof.uniforms.focalDistance = 500.0; // meters from camera
dof.uniforms.sigma = 3.8;Night/bloom visual evals: bloom should make bright city lights glow while preserving dark surrounding areas. If an OSM base layer is present beneath night imagery, reduce the base layer's
alpha/brightnessand use restrained bloom (brightnessmore negative, lower exposure) so labels and land do not wash out to white. A pale daylight map with yellow haze is not a successful night-lights render.
Custom stages receive colorTexture, depthTexture (sampler2D) and v_textureCoordinates (vec2). Output via out_FragColor. Uniforms can be constants or functions (re-evaluated each frame).
import { PostProcessStage } from "cesium";
const sepia = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform float intensity;
void main() {
vec4 c = texture(colorTexture, v_textureCoordinates);
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
out_FragColor = vec4(mix(c.rgb, gray * vec3(1.2, 1.0, 0.8), intensity), c.a);
}`,
uniforms: { intensity: () => 0.8 }, // function uniform, re-evaluated each frame
}));Use czm_selected() in the fragment shader and assign features to stage.selected.
import { PostProcessStage, Color } from "cesium";
const highlight = viewer.scene.postProcessStages.add(new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; in vec2 v_textureCoordinates; uniform vec4 highlight;
void main() {
vec4 color = texture(colorTexture, v_textureCoordinates);
if (czm_selected()) {
out_FragColor = vec4(mix(color.rgb, highlight.rgb, highlight.a), 1.0);
} else { out_FragColor = color; }
}`,
uniforms: { highlight: () => new Color(1.0, 1.0, 0.0, 0.5) },
}));
highlight.selected = [pickedFeature];import { PostProcessStage, PostProcessStageComposite, PostProcessStageLibrary } from "cesium";
const blur = PostProcessStageLibrary.createBlurStage();
const combine = new PostProcessStage({
fragmentShader: `
uniform sampler2D colorTexture; uniform sampler2D blurTexture;
in vec2 v_textureCoordinates;
void main() {
vec4 orig = texture(colorTexture, v_textureCoordinates);
vec4 blurred = texture(blurTexture, v_textureCoordinates);
out_FragColor = mix(orig, blurred, 0.5);
}`,
uniforms: { blurTexture: blur.name }, // reference another stage's output by name
});
viewer.scene.postProcessStages.add(new PostProcessStageComposite({
stages: [blur, combine],
inputPreviousStageTexture: false, // both read the original scene texture
}));viewer.scene.postProcessStages.remove(sepia); // remove specific stage
dof.enabled = false; // disable without removing
viewer.scene.postProcessStages.removeAll(); // remove all custom stagesPredefined blending presets for Appearance.renderState on Primitives.
| Preset | Behavior |
|---|---|
BlendingState.DISABLED | No blending |
BlendingState.ALPHA_BLEND | Standard alpha: src*srcA + dst*(1-srcA) |
BlendingState.PRE_MULTIPLIED_ALPHA_BLEND | Premultiplied: src + dst*(1-srcA) |
BlendingState.ADDITIVE_BLEND | Additive: src*srcA + dst |
import { MaterialAppearance, BlendingState, Material, Color } from "cesium";
const appearance = new MaterialAppearance({
material: Material.fromType("Color", { color: Color.RED.withAlpha(0.5) }),
renderState: { depthTest: { enabled: true }, blending: BlendingState.ALPHA_BLEND },
});Material.fromType() for built-in types -- cached shader programs avoid recompilation.Material.fromTypeAsync() for texture materials to prevent default-texture flicker.PostProcessStage.textureScale below 1.0 (e.g., 0.5) to reduce pixels processed in expensive stages.bloom.enabled = false) -- enabled stages consume GPU resources.PostProcessStageComposite to reduce intermediate texture allocations.PostProcessStage count -- each requires a full-screen draw call and framebuffer.Model.customShader, Cesium3DTileset.customShader, VoxelPrimitive.customShader (struct reference, metadata, feature IDs)© CesiumGS, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/cesiumjs-materials-shaders of CesiumGS/cesiumjs-skills.
Open the folder on GitHubat commit 5f4792c
Cesiumjs Materials Shaders next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Cesiumjs Materials Shaders this skillCesiumGS/cesiumjs-skills | 189 | — | ~3.6k | Automated safety check: Pass | Apache-2.0 | |
| PixijsRSamaium/CanvasEngine | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | |
| New ExperimentTresjs/tres | 3.8k | — | ~782 | Automated safety check: Pass | MIT | |
| Assets Shader List AllIvanMurzak/Unity-MCP | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | |
| Handle Sdr Tonemap Lutclshortfuse/renodx | 4.5k | — | ~7.3k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None |
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
Tresjs/tres
Create a new experiment in TresJS Lab with all necessary files
IvanMurzak/Unity-MCP
List all shaders available in the project assets and packages, sorted by name.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
BANANASJIM/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.
CesiumGS/cesiumjs-skills
CesiumJS 3D Tiles - Cesium3DTileset, compressed and CAD-style glTF content, MVTDataProvider, UrlTemplate3DTilesDataProvider, styling, metadata, feature picking, voxels, point clouds, I3S, Gaussian…
CesiumGS/cesiumjs-skills
CesiumJS core utilities and networking - Resource, Color, Event, Request, RequestScheduler, error handling, helper functions, feature detection.
CesiumGS/cesiumjs-skills
CesiumJS spatial math - Cartesian3, Cartographic, Matrix4, Quaternion, Transforms, Ellipsoid, BoundingSphere, projections, coordinate conversions.
CesiumGS/cesiumjs-skills
CesiumJS terrain, globe, and environment - TerrainProvider, Globe, sampleTerrain, atmosphere, sky, fog, lighting, shadows, panoramas.
CesiumGS/cesiumjs-skills
CesiumJS viewer setup - Viewer, CesiumWidget, widgets, Ion token, Scene configuration, SceneMode, factory helpers, geocoders, platform services.
CesiumGS/cesiumjs-skills
CesiumJS camera control - Camera, flyTo, lookAt, setView, ScreenSpaceCameraController, composable Controller camera controllers (1.144), CameraEventAggregator, flight animation.
Categories
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA…. Cesiumjs Materials Shaders is an agent skill from CesiumGS/cesiumjs-skills. CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState.
Cesiumjs Materials Shaders fits situations like: defining Fabric materials for entities; configuring PBR image-based lighting; adding screen-space post-processing effects.
Run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a claude-code`. Or copy the skill folder (skills/cesiumjs-materials-shaders in CesiumGS/cesiumjs-skills) into .claude/skills/cesiumjs-materials-shaders in your project. Claude Code loads it when a task matches its description.
Run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a codex`. Or copy the skill folder (skills/cesiumjs-materials-shaders in CesiumGS/cesiumjs-skills) into .agents/skills/cesiumjs-materials-shaders in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add CesiumGS/cesiumjs-skills --skill cesiumjs-materials-shaders -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/cesiumjs-materials-shaders, .gemini/skills/cesiumjs-materials-shaders, .github/skills/cesiumjs-materials-shaders and .opencode/skills/cesiumjs-materials-shaders in your project.
SKILL.md names no scripts, command-line tools or credentials: Cesiumjs Materials Shaders is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Cesiumjs Materials Shaders is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Cesiumjs Materials Shaders: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Handle Sdr Tonemap Lut (clshortfuse/renodx, 4.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
CesiumGS (a GitHub organization) maintains it in CesiumGS/cesiumjs-skills, which has 189 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on September 14, 2026.
Source: CesiumGS/cesiumjs-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.