Official agent skill

Slang Shader Engineer

by github in github/awesome-copilot

A skill your agent uses when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics…

OfficialMITAuto-check passedGame Development

Install Slang Shader Engineer

skills CLI
$ npx skills add github/awesome-copilot --skill slang-shader-engineer -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install github/awesome-copilot slang-shader-engineer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/github/awesome-copilot.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/slang-shader-engineer .claude/skills/slang-shader-engineer && rm -rf skills-src

Use ~/.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/

Facts

Skill name
slang-shader-engineer
GitHub stars
40k
Used in
1 other repo
Token cost
~1.8k tokens
SKILL.md length
684 words
Files
4 (incl. references)
Skills in repo
417
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics…

  • Works in 7 steps: Start from context — establish target… → Minimal correct code first — then… → Prefer modular Slang — small reusable… → …
  • Working with Slang shaders
  • SKILL.md covers Core Responsibilities, Knowledge Areas, Slang-Specific Rules (Always… and Working Style, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Slang Shader Engineer is an agent skill from github/awesome-copilot, published by the product's own GitHub organization. Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for…

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/language-reference.md`, `references/rules-and-patterns.md` and `references/slang-documentation-full.md`).

It sits in Game Development, covering Shaders. It works with CUDA and C++. The repository describes itself as: Community-contributed instructions, agents, skills, and configurations to help you make the most of GitHub Copilot. The licence is MIT.

When your agent uses it

  • Working with Slang shaders
  • HLSL-compatible GPU code
  • Graphics pipelines
  • Compute shaders

Example prompts

  • “compute”
  • “vertex”
  • “shader”
  • “/slang-shader-engineer”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Start from context — establish target pipeline, backend, and engine constraints first.
  2. Minimal correct code first — then improve structure, specialization, and performance.
  3. Prefer modular Slang — small reusable modules over large monolithic files.
  4. Keep examples self-contained — include entry points, bindings, and host-side assumptions.
  5. Explain backend-specific compromises explicitly — mark backend-sensitive assumptions at the call site.
  6. For optimization — describe the bottleneck, reason for change, and expected tradeoff.
  7. For reviews — correctness first → portability → performance → revised code + delta explanation.

What it can do on your machine

Read from SKILL.md and the folder at commit 727ff2e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are slang).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Slang Shader Engineer loads about 1.8k tokens when it runs, and up to ~17k if it reads all its reference files. Until then it costs about 178 tokens; SKILL.md has 684 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~178
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~17k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from github/awesome-copilot at commit 727ff2e, republished under its MIT licence (© github). 684 words, ~1,804 tokens.

Download SKILL.mdSave it as .claude/skills/slang-shader-engineer/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
slang-shader-engineer
description
Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for Slang-to-HLSL/GLSL/Metal/CUDA cross-compile questions, or when the user says "shader" alongside "generics", "interfaces", "parameter blocks", "autodiff", or "capabilities".

Slang Shader Expert

You are a senior graphics engineer specializing in Slang shaders. You write, review, refactor, explain, and optimize Slang shader code for professional graphics applications and engine integrations.

Primary knowledge base: Load the relevant reference files from references/ when depth is needed.

  • references/language-reference.md — Types, interfaces, generics, autodiff, modules, capabilities, compilation, targets
  • references/slang-documentation-full.md — Official Slang documentation, including syntax, semantics, and examples
  • references/rules-and-patterns.md — DOs/DON'Ts, working style, code templates, example prompts, validation checklist

Core Responsibilities

  • Write production-quality Slang for graphics, compute, tessellation, ray tracing, utility, and hybrid CPU/GPU targets.
  • Explain Slang syntax and semantics using the documentation as the source of truth.
  • Preserve portability across D3D12, Vulkan, Metal, D3D11, OpenGL, CUDA, CPU when required.
  • Help integrate Slang into C++ renderers, tools, and engine code — bindings, pipeline setup, reflection, compile paths.

Knowledge Areas

Be fluent in:

  • HLSL/GLSL compatibility — safe incremental migration to Slang
  • Modules and imports — separate compilation, import, __include, __exported import, re-export
  • Interfaces and generics — constraints, associated types, specialization, where clauses
  • Parameter blocks — ParameterBlock<T>, resource grouping by update frequency, D3D12/Vulkan mapping
  • Capabilities — [require(...)], __target_switch, feature gating, conflicting atoms
  • Reflection-driven workflows — binding layout, host-side integration
  • Cross-compilation — HLSL, GLSL, SPIR-V, Metal, CUDA, CPU single-source
  • Compute kernels — thread-group sizing, synchronization, memory access, occupancy, divergence
  • Graphics stages — vertex, pixel/fragment, geometry, hull, domain, stage I/O contracts
  • Tessellation — patch data flow, edge factors, crack avoidance, adaptive strategies
  • Automatic differentiation — fwd_diff, bwd_diff, [Differentiable], DifferentialPair<T>, neural graphics
  • Debuggability — GPU printf, readable generated output, RenderDoc integration

Slang-Specific Rules (Always Apply)

  • import is not a textual #include. Modules do not share preprocessor macro state.
  • Use __exported import to re-expose another module's declarations cleanly.
  • Prefer constrained generics and interfaces over preprocessor-heavy specialization.
  • Use associated types only when each implementation genuinely needs its own dependent type.
  • Design capability-aware code explicitly — don't hide target-sensitive behavior inside opaque helpers.
  • Pointers are only valid on SPIR-V, C++, and CUDA targets.
  • Use var for type inference when readability improves; use explicit types for layout/precision/API interop.
  • Use let for immutable values to improve clarity and reduce accidental mutation.
  • Parameter blocks are both a shader-authoring and host-integration concern — design both sides together.
  • Use reflection-driven understanding for bindings and layout — never assume register or descriptor behavior.
  • When autodiff is involved, clearly separate ordinary shader logic from differentiable logic. State target and workflow constraints.
  • Default visibility in Slang is internal (file-scope and module-scope). Use public intentionally.

Show full SKILL.md (299 more words)Show less

Working Style

  1. Start from context — establish target pipeline, backend, and engine constraints first.
  2. Minimal correct code first — then improve structure, specialization, and performance.
  3. Prefer modular Slang — small reusable modules over large monolithic files.
  4. Keep examples self-contained — include entry points, bindings, and host-side assumptions.
  5. Explain backend-specific compromises explicitly — mark backend-sensitive assumptions at the call site.
  6. For optimization — describe the bottleneck, reason for change, and expected tradeoff.
  7. For reviews — correctness first → portability → performance → revised code + delta explanation.

Quick Code Template

slang
module MyModule;

import CommonMath;  // example: separate math module

struct MaterialParams
{
    float3 albedo;
    float  metallic;
    float  roughness;
};

ParameterBlock<MaterialParams> gMaterial;

struct VSIn
{
    float3 pos : POSITION;
    float3 n   : NORMAL;
    float2 uv  : TEXCOORD0;
};

struct VSOut
{
    float4 pos : SV_POSITION;
    float2 uv  : TEXCOORD0;
    float3 n   : NORMAL;
};

[shader("vertex")]
VSOut mainVS(VSIn input)
{
    VSOut output;
    output.pos = float4(input.pos, 1.0);
    output.uv  = input.uv;
    output.n   = input.n;
    return output;
}

Validation Checklist (Before Finalizing Any Answer)

  • Does the Slang syntax match documented features? (See references/language-reference.md)
  • Is backend-specific behavior clearly labeled?
  • Is required developer context still missing? If so, ask before proceeding.
  • Does the answer include enough host-side assumptions to be actionable?
  • Have you avoided inventing undocumented syntax, attributes, or resource rules?

If any check fails — fix the response or ask the user for the missing detail.


When to Load Reference Files

Load references/language-reference.md when:

  • Writing or reviewing type declarations, generics, interfaces, capabilities
  • Answering questions about autodiff, modules, access control, or compilation targets
  • Cross-compilation to a specific target (SPIR-V, GLSL, Metal, CUDA, CPU)
  • Checking command-line options or CMake setup

Load references/rules-and-patterns.md when:

  • Doing a code review or refactor
  • Designing a new module or shader system architecture
  • Answering "how should I structure this?" questions
  • Looking for example prompts and patterns for complex tasks

Load references/slang-documentation-full.md when:

  • The question is about specific syntax, semantics, or examples not covered in the language reference
  • The user explicitly asks for official documentation details
  • You need to verify a language feature or behavior that isn't clearly covered in the other references
  • The user is asking for a comprehensive explanation of Slang features or usage patterns
  • The user is asking for examples of Slang code that demonstrate specific features or best practices

© github, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/slang-shader-engineer of github/awesome-copilot.

  • SKILL.md
  • references/language-reference.md
  • references/rules-and-patterns.md
  • references/slang-documentation-full.md

Open the folder on GitHubat commit 727ff2e

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in github/awesome-copilot, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Slang Shader Engineer 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.

Slang Shader Engineer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Slang Shader Engineer this skillgithub/awesome-copilot40k1 repos~1.8kAutomated safety check: PassMIT
Sokol Netelix22/Sokol.NET154—~2.8kAutomated safety check: PassMIT
New Effect Noden1m21n/Infinite260—~3.5kAutomated safety check: PassCustom licence
Windows Parityn1m21n/Infinite260—~4.6kAutomated safety check: PassCustom licence
Paddle BuildPaddlePaddle/Paddle24k—~1kAutomated safety check: PassApache-2.0
Fastllm Triton Opsztxz16/fastllm5.1k—~1.8kAutomated safety check: PassApache-2.0

Similar skills

  • Sokol Net

    elix22/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++…

    154 GitHub stars~2.8k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • New Effect Node

    n1m21n/Infinite

    Procedure for adding an Effects/Color node: FilterDef table entry vs C++ class, shared GLSL preamble, the caching trap, exit criterion.

    260 GitHub stars~3.5k tokensUpdated yesterday
    Game DevelopmentAuto-check passed
  • Windows Parity

    n1m21n/Infinite

    Writing Windows-safe Infinite code from macOS: keep WIN32 out of nodes, three-sided Platform:: obligation, Windows trap catalogue (WASAPI, WinMM, GDI glyphs, Media Foundation stride, wide paths…

    260 GitHub stars~4.6k tokensUpdated yesterday
    SecurityAuto-check passed
  • Paddle Build

    PaddlePaddle/Paddle

    A skill your agent uses when needing to compile, rebuild, or install Paddle from source after code changes.

    24k GitHub stars~1k tokensUpdated 7 days ago
    AI & LLM EngineeringAuto-check passed
  • Fastllm Triton Ops

    ztxz16/fastllm

    Guide for adding Triton-backed CUDA operators to FastLLM. An agent skill from ztxz16/fastllm.

    5.1k GitHub stars~1.8k tokensUpdated today
    AI & LLM EngineeringAuto-check passed
  • ONNX Runtime Source Build

    microsoft/onnxruntime

    Official

    Builds ONNX Runtime from source with its build scripts, explaining the update, build and test phases, key flags and where the build output lands.

    22k GitHub stars~1.4k tokensUpdated today
    DevelopmentAuto-check passed

More from github/awesome-copilot

All 417 skills in this repo
  • Acquire Codebase Knowledge

    github/awesome-copilot

    Official

    Maps an unfamiliar codebase into seven evidence-backed documents in docs/codebase/, using a scan script and templates, for onboarding or architecture write-ups.

    40k GitHub starsUsed in 1 repo~2.3k tokens
    Auto-check passed
  • Azure Architecture Autopilot

    github/awesome-copilot

    Official

    Designs Azure infrastructure from a natural-language description, or diagrams an existing resource group, then refines the design through conversation and deploys it with Bicep.

    40k GitHub starsUsed in 1 repo~1.9k tokens
    Auto-check passed
  • Draw.io Diagram Generator

    github/awesome-copilot

    Official

    Generates, edits and validates draw.io files with correct mxGraph XML, covering flowcharts, architecture, sequence, ER and UML class diagrams.

    40k GitHub starsUsed in 1 repo~4.9k tokens
    Auto-check passed
  • Credit Risk Data Cleaning

    github/awesome-copilot

    Official

    Cleans raw credit data and screens variables before loan modeling, dropping unstable, noisy or redundant features and writing an Excel report of every step.

    40k GitHub starsUsed in 1 repo~1.5k tokens
    Auto-check passed
  • Daily Focus Board

    github/awesome-copilot

    Official

    Builds a warm, browser-based daily focus board the user updates by talking to their agent, with Eisenhower priorities, a brain-dump box and kind not-today carryover.

    40k GitHub stars~3k tokensUpdated today
    Auto-check passed
  • Python Pypi Package Builder

    github/awesome-copilot

    Official

    End-to-end skill for building, testing, linting, versioning, and publishing a production-grade Python library to PyPI.

    40k GitHub starsUsed in 1 repo~4.6k tokens
    Auto-check passed

Works with

Questions about Slang Shader Engineer

What does Slang Shader Engineer do?

A skill your agent uses when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics…. Slang Shader Engineer is an agent skill from github/awesome-copilot, published by the product's own GitHub organization. Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang.

When should I use Slang Shader Engineer?

Slang Shader Engineer fits situations like: working with Slang shaders; HLSL-compatible GPU code; graphics pipelines; compute shaders.

How do I install Slang Shader Engineer in Claude Code?

Run `npx skills add github/awesome-copilot --skill slang-shader-engineer -a claude-code`. Or copy the skill folder (skills/slang-shader-engineer in github/awesome-copilot) into .claude/skills/slang-shader-engineer in your project. Claude Code loads it when a task matches its description.

How do I install Slang Shader Engineer in Codex?

Run `npx skills add github/awesome-copilot --skill slang-shader-engineer -a codex`. Or copy the skill folder (skills/slang-shader-engineer in github/awesome-copilot) into .agents/skills/slang-shader-engineer in your project. Codex loads it when a task matches its description.

Can I use Slang Shader Engineer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add github/awesome-copilot --skill slang-shader-engineer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/slang-shader-engineer, .gemini/skills/slang-shader-engineer, .github/skills/slang-shader-engineer and .opencode/skills/slang-shader-engineer in your project.

What does Slang Shader Engineer need to run?

SKILL.md names no scripts, command-line tools or credentials: Slang Shader Engineer is instructions for the agent only.

Does Slang Shader Engineer access the network?

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.

Is Slang Shader Engineer safe to install?

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.

What licence does Slang Shader Engineer use?

Slang Shader Engineer is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Slang Shader Engineer use?

About 1.8k tokens (SKILL.md is roughly 7.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 15k tokens, read only when the agent opens those files.

What are the alternatives to Slang Shader Engineer?

Skills that share tags, products or a category with Slang Shader Engineer: Sokol Net (elix22/Sokol.NET, 154 stars), New Effect Node (n1m21n/Infinite, 260 stars), Windows Parity (n1m21n/Infinite, 260 stars) and Paddle Build (PaddlePaddle/Paddle, 24k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Slang Shader Engineer?

github (a GitHub organization, an official publisher) maintains it in github/awesome-copilot, which has 39,748 GitHub stars. The repository holds 417 skills in this directory. The repository was last updated on October 7, 2026.

Source: github/awesome-copilot on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.