Pixijs
RSamaium/CanvasEngine
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job.
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…
$ npx skills add clshortfuse/renodx --skill swapchain-resource-analysis -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install clshortfuse/renodx swapchain-resource-analysis --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/clshortfuse/renodx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .claude/skills/swapchain-resource-analysis && 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 "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .claude/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysisType 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 clshortfuse/renodx --skill swapchain-resource-analysis -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install clshortfuse/renodx swapchain-resource-analysis --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .agents/skills/swapchain-resource-analysis && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .agents/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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 clshortfuse/renodx --skill swapchain-resource-analysis -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install clshortfuse/renodx swapchain-resource-analysis --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .cursor/skills/swapchain-resource-analysis && 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 "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .cursor/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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/clshortfuse/renodx.git --path .agents/skills/swapchain-resource-analysis--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 clshortfuse/renodx --skill swapchain-resource-analysis -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install clshortfuse/renodx swapchain-resource-analysis --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .gemini/skills/swapchain-resource-analysis && 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 "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .gemini/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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 clshortfuse/renodx swapchain-resource-analysisInstalls 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 clshortfuse/renodx --skill swapchain-resource-analysis -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .github/skills/swapchain-resource-analysis && 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 "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .github/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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 clshortfuse/renodx --skill swapchain-resource-analysis -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install clshortfuse/renodx swapchain-resource-analysis --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/swapchain-resource-analysis .opencode/skills/swapchain-resource-analysis && 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 "swapchain-resource-analysis" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/swapchain-resource-analysis into .opencode/skills/swapchain-resource-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "swapchain-resource-analysis", 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.
swapchain-resource-analysisRenoDX 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…
Swapchain Resource Analysis is an agent skill from clshortfuse/renodx. 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 scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutral HDR source preservation, UI/HUD separation, and rejecting inverse-tonemap postprocess approaches. Use when investigating swapchain output, resource formats, final backbuffer shaders, swapchain proxies, AutoHDR/RTX HDR/ReShade FX style…
Its SKILL.md is about 5.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files.
It sits in Game Development, covering Shaders and Secure coding. The repository describes itself as: Renovation Engine for DirectX Games. The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 374d07b. 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.
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.
Swapchain Resource Analysis loads about 5.6k tokens when it runs. Until then it costs about 166 tokens; SKILL.md has 2,855 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 clshortfuse/renodx at commit 374d07b, republished under its MIT licence (© clshortfuse). 2,855 words, ~5,570 tokens.
.claude/skills/swapchain-resource-analysis/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Use this skill when the target pass/resource is not proven yet, especially when work starts at final presentation, swapchain output, backbuffer format, or a suspected resource bottleneck. The goal is to trace the render pipeline far enough backward to find real scene/HDR data, prove where destructive SDR mapping happens, and decide whether the fix is shader replacement, resource upgrade, SwapChainPass/output-format work, UI separation, or rejection of a postprocess-only approach.
If this workflow reaches C++ addon planning, review, creation, or editing under
src/, read docs/CXX_STYLE.md in full before that work. Analysis that does not
touch C++ does not need to load the guide.
| Need | Use |
|---|---|
| Game folder setup, builds, DevKit launch/linking, metadata, initial scaffold | setup-game-mod-dev |
| Proving swapchain/resource formats, final output path, proxy resources, or HDR source location | This skill |
Editing a proven tonemap/LUT shader target after untonemapped/neutral_sdr/graded_sdr signals are known | handle-sdr-tonemap-lut |
| Plotting curves, resource stats, or validation graphs discovered during analysis | analysis-graphing |
Do not duplicate setup or shader-math workflow here. Capture only the facts those workflows need.
RenoDX mods should not be framed as "take the finished SDR frame and inverse-tonemap it." That is the postprocess class of tools such as Microsoft AutoHDR, RTX HDR, and generic ReShade FX filters. Those methods guess missing HDR after the game has already compressed/clipped/graded the image.
RenoDX should instead preserve or recover a real upstream signal:
scene HDR / pre-tonemap composite
-> game exposure, bloom, fades, presentation effects
-> SDR tonemap or hard clip
-> optional LUT/color grade
-> UI/video/composite
-> final output encode / swapchainThe preferred RenoDX target is before the destructive SDR step, or at a shader that still receives the upstream signal plus an SDR reference. A final swapchain pass is only a valid target when it still has access to the HDR/pre-SDR resource, handles final color-space/output encode, or is used for verification/UI separation. It is not valid when it only reads the completed SDR backbuffer.
Treat HDR upgrade work as preservation of range and gamut through the game's real pipeline, followed by an intentional output conversion.
Neutral output is the baseline. Resource upgrades, proxy paths, and swapchain color-space changes should preserve the original SDR art direction while removing proven range/precision limits. Default settings should match the original look as closely as practical. They should not create a default "HDR look" by increasing contrast, saturation, or colorfulness; visual augmentation belongs in explicit sliders or named presets such as HDR Look. Rare exceptions need explicit user intent and validation evidence.
| Concept | RenoDX meaning |
|---|---|
| RGBA8U / UNORM limit | Values are confined to [0, 1], cannot carry negative channels for wider-gamut representation, and cap highlights at SDR reference white. |
| Floating-point resource | RGBA16F or similar resources can preserve values above 1.0, negative channels, smoother gradients, and intermediate post-process precision. |
| Proxy resource | A high-precision intermediate can carry HDR data even when the practical swapchain format is RGB10A2/PQ HDR10 or linear scRGB. A full floating-point swapchain is not always required. |
| Native pipeline compatibility | Many game passes may continue operating in the game's original BT.709/gamma-style domain if the upgraded resources preserve range until the final proxy/output shader. |
| Final output conversion | The final proxy/output shader maps the preserved floating representation to the display path, such as linear scRGB or PQ HDR10. This is forward encoding, not inverse tonemapping. |
SwapChainPass | The shared shader helper renodx::draw::SwapChainPass(...) is the standard final proxy/output conversion path when a proven float/intermediate signal reaches presentation. |
| Output preset cbuffer | A per-frame injected preset such as RENODX_SWAP_CHAIN_OUTPUT_PRESET / swap_chain_output_preset can cheaply select SDR, HDR10, or scRGB behavior without recompiling output shaders. Use named constants in code when available; numeric values are documentation only. |
Use this model to decide whether the mod needs a shader replacement, a resource format upgrade, a swapchain proxy path, or all three.
handle-sdr-tonemap-lut when the shader capture point is unknown or when a final-output hack is being proposed.handle-sdr-tonemap-lut for HLSL/Slang math.setup-game-mod-dev unless they are directly needed to prove resource behavior.Produce these sections:
SwapChainPass/RGB10A2/PQ or scRGB output path.SwapChainPass/output encode, UI separation, or explicit rejection.handle-sdr-tonemap-lut or C++ addon work.Start at presentation, but use it as a map anchor rather than the default mod target.
| Area | What to identify |
|---|---|
| Swapchain format | R8G8B8A8_UNORM, R10G10B10A2_UNORM, R16G16B16A16_FLOAT, scRGB, HDR10/PQ, or game-specific proxy. |
| UNORM bottleneck | Any RGBA8U/UNORM pass that caps values to [0, 1] or prevents negative channels before HDR-critical work is complete. |
| Proxy state | Whether a high-precision proxy/intermediate exists, where it is created, and whether the swapchain itself is only the final presentation target. |
| Output toggle | Whether the mod needs runtime SDR/HDR output switching and which cbuffer preset or setting drives it. |
| Output color space | SDR sRGB/gamma, scRGB linear, PQ/BT.2020, HDR10 metadata path, or unknown. |
| Final draw | Present blit, resolve, post composite, UI composite, tonemap pass, or copy-only path. |
| Inputs to final draw | HDR scene RT, SDR post-tonemap RT, UI/HUD, video, bloom, previous frame, or only backbuffer. |
| Encode step | sRGB write, gamma pow, PQ encode, scRGB scale, RGBM/packed path, or OS/driver conversion. |
| UI/video position | Before tonemap, after tonemap, separate overlay, or already baked into final SDR. |
If the final draw only samples an SDR/UNORM post-tonemap color buffer, do not design an inverse-tonemap mod from that point. Continue backward.
Use DevKit snapshots, draw details, and resource analysis to map the chain from swapchain to scene composite.
Useful proof signs for an upstream HDR source:
Classify where information is lost. This determines whether shader replacement is enough or resource upgrades are required.
| Operation | Why it matters |
|---|---|
saturate, min, hard clip, UNORM write | Values above SDR range, negative channels, and wider-gamut working values are destroyed. |
| Filmic/ACES/Hable/Reinhard tone curve | HDR dynamic range is compressed into SDR; use shader-side replacement before/at this point. |
| LUT/color grade on SDR input | Grade may need a graded_sdr reference or LUT bridge, but it is not an HDR source by itself. |
| Gamma/sRGB encode | Linear-light math after this point is invalid unless decoded, and highlight detail may already be clipped. |
| Dither/quantize/8-bit resolve | Precision is lost; inverse expansion will amplify artifacts. |
| UI/video composite | Must usually stay SDR-shaped and may need a separate path. |
| Copy/resolve to lower format | Upstream shader may be good, but the resource chain needs upgrading. |
Use the narrowest target that preserves real upstream data.
| Target | Use when | Notes |
|---|---|---|
| Pre-tonemap shader | It receives scene/pre-SDR color and writes SDR. | Preferred handoff to handle-sdr-tonemap-lut. |
| Tonemap+grade shader | It has both untonemapped and final/graded SDR references. | Use ToneMapPass(untonemapped, graded_sdr, neutral_sdr) patterns when appropriate. |
| Resource format upgrade | The right shader exists, but an intermediate RT/copy clamps to SDR/UNORM. | Plan addon-side resource upgrades and verify all aliases/views. |
| Swapchain proxy/output shader | HDR scene is already preserved in a float proxy/intermediate and only final SwapChainPass scRGB/PQ/output conversion is missing. | Valid final-pass work, not inverse tonemapping. |
| UI/HUD split | UI is composited before/inside tonemap or contaminated by HDR path. | Keep UI SDR-shaped while scene uses HDR. |
| Reject final-only inverse | Only final SDR backbuffer/color buffer is available. | Report as AutoHDR/RTX HDR/ReShade FX class, not RenoDX. |
The final swapchain pass can be edited only if draw inputs prove it is still part of the real game pipeline. A pass that reads a completed SDR frame and applies an inverse curve is not a RenoDX tonemap replacement.
For new game mods, prefer an HDR10/PQ output path with an SDR/HDR toggle. The internal render/proxy path may still use RGBA16F or similar resources to preserve HDR-critical values, but that does not mean the public output mode should default to scRGB. Treat scRGB as a rare output choice for specific compatibility or integration needs.
Use a swapchain proxy/output shader only after the resource chain proves a high-precision signal survives to that point.
Swapchain proxy pixel shader snippet shows the intended thin SwapChainPass shape. Treat it as a starting point after proof, not as evidence that final SDR output is a valid HDR source.
renodx::draw::SwapChainPass(...) in the proxy pixel shader when the final pass is just the shared output conversion for a proven intermediate signal.SwapChainPass with a compact injected preset when the mod exposes an SDR/HDR output mode. In current shared shader code the preset mapping is -1 none, 0 SDR, 1 HDR10, 2 scRGB; prefer named constants/macros over raw numbers when editing shader code.SwapChainPass preset, and user output mode together.When a mod supports an SDR/HDR output toggle, the swapchain state and shader preset must move together.
| Output mode | Typical shader preset | Typical swapchain/color-space state | Notes |
|---|---|---|---|
| SDR | SWAP_CHAIN_OUTPUT_PRESET_SDR / 0 | SDR/sRGB color space, even if the proxy path remains enabled. | Keep SDR output available for compatibility and comparisons. |
| HDR10 | SWAP_CHAIN_OUTPUT_PRESET_HDR10 / 1 | RGB10A2-style target with HDR10/ST2084 color space. | PQ encode happens in SwapChainPass; do not inverse-tonemap SDR. |
| scRGB | SWAP_CHAIN_OUTPUT_PRESET_SCRGB / 2 | Float/scRGB-compatible path with extended linear color space. | Rare path for frame generation, integrations, or compatibility cases that specifically need RGBA16F/scRGB behavior. |
Prefer a cbuffer-driven preset for per-frame toggles because it is cheap, works with one proxy shader, and can be updated from OnPresent after the mod knows the current user output mode and swapchain target. Avoid baking the user's SDR/HDR choice into static shader variants unless the game already requires separate output shaders.
Swapchain output sync snippet shows the C++ runtime pattern used by high-quality addons: update the injected output preset and queue the matching swapchain color space together during presentation.
Keep SwapChainPass work here scoped to output conversion and runtime state synchronization. If the next task is changing a proven game tonemap/LUT shader, hand off to handle-sdr-tonemap-lut; if the next task is wiring the addon/build/deploy path, hand off to setup-game-mod-dev.
When the analysis proves a format/resource bottleneck, plan addon work around the actual resource lifetime.
1.0, negative channels when needed, and reduced banding through the relevant post-process chain.Once a shader target is proven, pass these facts into handle-sdr-tonemap-lut:
| Fact | Why the shader workflow needs it |
|---|---|
untonemapped signal | The real scene/pre-SDR color feeding RenoDRT/PsychoV. |
neutral_sdr signal | Vanilla neutral baseline, especially for hard-clip/no-tonemap games. |
graded_sdr signal | SDR after LUT/color grade/masks when preserving final SDR look. |
| Resource formats | Needed to know where values are linear, clipped, encoded, or quantized. |
| LUT/color grade location | Determines whether the grade is a reference, a bridge, or unrelated. |
| UI/HUD/video position | Prevents accidental HDR expansion of SDR overlays. |
| Output encode | Determines whether shader writes linear HDR, scRGB, PQ, or engine-native color. |
| UI/render scaling | Determines whether game render and UI need independent brightness/scaling before final composition. |
| Output preset source | The setting/cbuffer field that selects SDR, HDR10, or scRGB for SwapChainPass. |
If any of these facts are missing because the only known signal is final SDR output, continue resource analysis instead of inventing an inverse.
1.0.| Anti-pattern | Why to reject it | Correct direction |
|---|---|---|
| Fullscreen ReShade-style inverse curve on final SDR | Reconstructs guessed HDR after clipping/compression. | Find the pre-tonemap shader/resource. |
| Editing only the Present/backbuffer pass | Usually sees UI/video and finished SDR, not scene HDR. | Work backward through draw inputs. |
| Calling an inverse ACES/Reinhard curve "tonemapping" | Tonemapping is the forward HDR-to-display mapping; inverse expansion is a heuristic. | Replace or extend the actual forward tonemap. |
| Multiplying final SDR by peak nits | Brightens SDR and expands artifacts; it does not recover lost highlights. | Preserve HDR before SDR encode or upgrade the clamped resource. |
| Treating a LUT as the HDR source | SDR LUT output is a grade/reference, not scene dynamic range. | Use LUT as graded_sdr or bridge around it. |
| Ignoring UI/HUD/video | Postprocess inverse tonemap over-expands overlays and menus. | Separate or preserve SDR overlay paths. |
| No original resource capture | Visual screenshots alone cannot prove the source domain. | Analyze resources and baseline replacements. |
Use these as references for concepts, not copy-paste templates.
| Game | Useful swapchain/output pattern |
|---|---|
starfield | Uses a thin proxy pixel shader around renodx::draw::SwapChainPass(t0.Sample(...)), an injected swap_chain_output_preset cbuffer value for SDR/HDR10/scRGB output selection, and runtime color-space synchronization so HDR10 can facilitate the output feature while SDR mode remains available. |
docs/DEVKIT_MCP.md - DevKit/MCP draw, shader, and resource inspection workflow.setup-game-mod-dev - local build, DevKit, game-folder link, dump/decompile, and baseline setup.handle-sdr-tonemap-lut - shader-side RenoDRT/PsychoV/LUT bridge once a valid target is proven.© clshortfuse, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files in .agents/skills/swapchain-resource-analysis of clshortfuse/renodx.
Open the folder on GitHubat commit 374d07b
Swapchain Resource Analysis 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 |
|---|---|---|---|---|---|---|
| Swapchain Resource Analysis this skillclshortfuse/renodx | 4.5k | — | ~5.6k | Automated safety check: Pass | MIT | |
| 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 | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| Rdc CLIBANANASJIM/rdc-cli | 182 | — | ~2.9k | Automated safety check: Pass | MIT |
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.
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.
winyunq/UnrealMotionGraphicsMCP
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.
clshortfuse/renodx
RenoDX workflow for creating readable analysis graphs and plots from shader math, CSVs, EXRs, LUTs, hue sweeps, tone curves, gamut comparisons, energy/scalar maps, and test-pattern statistics.
clshortfuse/renodx
RenoDX workflow for generating, validating, or debugging BT.2020/BT.2100 HDR PNG artifacts from EXR, linear RGB, nits arrays, scalar maps, or analysis images.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
clshortfuse/renodx
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/renodx
RenoDX workflow for generating HDR/SDR test patterns, synthetic charts, ramps, gradients, hue sweeps, color bars, checkerboards, banding panels, gamut stress images, BT.709/BT.2020/AP1 comparisons…
clshortfuse/renodx
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…
Categories
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…. Swapchain Resource Analysis is an agent skill from clshortfuse/renodx. 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 scRGB output encoding, render resources, backbuffer formats, resource upgrades, neutral HDR source preservation, UI/HUD separation, and rejecting inverse-tonemap postprocess approaches.
Swapchain Resource Analysis fits situations like: investigating swapchain output; resource formats; final backbuffer shaders; swapchain proxies.
Run `npx skills add clshortfuse/renodx --skill swapchain-resource-analysis -a claude-code`. Or copy the skill folder (.agents/skills/swapchain-resource-analysis in clshortfuse/renodx) into .claude/skills/swapchain-resource-analysis in your project. Claude Code loads it when a task matches its description.
Run `npx skills add clshortfuse/renodx --skill swapchain-resource-analysis -a codex`. Or copy the skill folder (.agents/skills/swapchain-resource-analysis in clshortfuse/renodx) into .agents/skills/swapchain-resource-analysis 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 clshortfuse/renodx --skill swapchain-resource-analysis -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/swapchain-resource-analysis, .gemini/skills/swapchain-resource-analysis, .github/skills/swapchain-resource-analysis and .opencode/skills/swapchain-resource-analysis in your project.
SKILL.md names no scripts, command-line tools or credentials: Swapchain Resource Analysis 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.
Swapchain Resource Analysis is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.6k tokens (SKILL.md is roughly 22k 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 Swapchain Resource Analysis: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
clshortfuse (a GitHub user) maintains it in clshortfuse/renodx, which has 4,457 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on October 9, 2026.
Source: clshortfuse/renodx on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.