Agent skill

Dream Shader Create

by TypeDreamMoon in TypeDreamMoon/DreamShader

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…

MITAuto-check passedGame Development

Install Dream Shader Create

skills CLI
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a claude-code

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

GitHub CLI
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --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/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.skill/dream-shader-create .claude/skills/dream-shader-create && 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
dream-shader-create
GitHub stars
106
Token cost
~1.9k tokens
SKILL.md length
701 words
Files
1
Skills in repo
6
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Asked to create
  • SKILL.md covers Do this, Worked example, Gotchas and See also
  • Calls pwsh
  • Write a DreamShader material

What it does

Dream Shader Create is an agent skill from TypeDreamMoon/DreamShader. 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 builds. Use when asked to create, author, add or write a DreamShader material, shader, material function, material instance, .dss / .dsi / .dsp file (or a .dsm in a 1.x project), or a render pass for an Unreal project.

Its SKILL.md is about 1.9k 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, Game development and Plain language and style rules. It works with Unreal Engine. The repository describes itself as: Unreal Engine Material DSL. Use Dream Shader Lang Write Unreal Material. Simple · Fast · Full syntax · HLSL GLSL Lang Support. The licence is MIT.

When your agent uses it

  • Asked to create
  • Write a DreamShader material
  • Material function
  • Material instance

Example prompts

  • “/dream-shader-create”

What it can do on your machine

Read from SKILL.md and the folder at commit 1a5dfab. 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

    Shell commands in SKILL.md call:

    • pwsh

    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

Dream Shader Create loads about 1.9k tokens when it runs. Until then it costs about 109 tokens; SKILL.md has 701 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~109
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

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 TypeDreamMoon/DreamShader at commit 1a5dfab, republished under its MIT licence (© TypeDreamMoon). 701 words, ~1,894 tokens.

Download SKILL.mdSave it as .claude/skills/dream-shader-create/SKILL.md (or your agent's skills folder).
name
dream-shader-create
description
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 builds. Use when asked to create, author, add or write a DreamShader material, shader, material function, material instance, .dss / .dsi / .dsp file (or a .dsm in a 1.x project), or a render pass for an Unreal project.

dream-shader-create <description>

Turn a description — "a UI panel with scrolling scanlines and a glow band" — into a source file that provably builds. The proof is not optional: the compiler checks names, types, widths and engine pins, and the only way to know a file passes is to run it.

Paths below are relative to the plugin root, Plugins/DreamShader/.

Do this

1 — Pick the kind, then read its reference. Do not write DreamShaderLang from memory.

The user wantsWriteRead first
a material, material function, layer or layer blenda .dssreference/dss.md
a variant of an existing material — other colours, other texturesa .dsi (material instance)reference/dss.md § 7
a render pass — an outline, a blur, a screen effect, a compute shader writing a texturea .dsp and the .dss materials its passes use. UE 5.8+ onlyreference/dsp.md
a change in a project whose sources are .dsm / .dsfmatch the project: a .dsm / .dsf — or offer dream-shader-migrate firstreference/legacy.md

New work is .dss. Look at what the project already has (DShader/**) before choosing: mirror its folders, naming (M_, MF_, MI_, CP_) and the doc-tag style of its parameters.

2 — Decide the details, then write the file under the project's DShader/ tree. A .dss builds its asset where the file is: DShader/UI/M_Panel.dss → /Game/UI/M_Panel, named after its export function.

QuestionAnswer it with
Which surface?#pragma material(Domain = …, ShadingModel = …, BlendMode = …) — Docs/settings/material-enums.md
Must an artist open the graph?#pragma material(Backend = Graph) for a plain UMaterial; leave it out for the project default (ThinCustom)
Dense math, a matrix, a real loop?a /// @custom function — its body is verbatim HLSL
Reuse an existing material function?/// @asset <path> + an extern prototype
Something a material cannot do — draw objects again, read another pass's output, run compute?a .dsp

Give every parameter @group, @sort and @desc — that is what makes the generated material instance usable without reading the source — and @slider min max on scalars with a sensible range.

3 — Check it. Fast, writes nothing, reports every diagnostic of the file at once:

bash
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/UI/M_ScanlinePanel.dss

Fix everything it reports, then check again. An unfamiliar code → dream-shader-diagnose; every code has a page under Docs/diagnostics/.

4 — Build it. check stops before the shader compiler; compile builds the asset:

bash
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 compile DShader/UI/M_ScanlinePanel.dss -Force -CleanNew

Exit 0 and a Generated … line mean it built. -CleanNew deletes the .uasset the run created — keep it on: the editor generates the same material in memory, and a leftover file shadows that. For a file with a /// @custom body, or a .dsp with HLSL passes, run check -Shaders as well — it is the only thing that compiles that HLSL (dream-shader-verify).

Batch: every run boots the editor (tens of seconds), and a run over many files costs about the same as one. Write all the files first, then check them with check -All.

5 — Report the source path, the asset path, every parameter with its default and range, and anything the user should look at in the editor (a material's look cannot be checked headlessly).

Show full SKILL.md (213 more words)Show less

Worked example

"A UI scanline panel with a scrolling glow band and an adjustable tint":

hlsl
// DShader/UI/M_ScanlinePanel.dss -- scanlines and a glow band that scrolls down the panel
#pragma material(Domain = UI, BlendMode = Translucent, ShadingModel = Unlit)

/// @group Scanline|Style   @sort 10   @desc Base panel colour; alpha scales the opacity
uniform float4 Tint = float4(0.25, 0.85, 1.0, 1.0);

/// @group Scanline|Style   @sort 20   @slider 8 128   @desc Scanlines across the panel height
uniform float LineCount = 48.0;

/// @group Scanline|Motion   @sort 30   @slider 0 2   @desc Glow band travel speed, panels per second
uniform float ScrollSpeed = 0.35;

float GlowBand(float V, float Phase)
{
    float Band = frac(V - Phase);
    return pow(saturate(1.0 - abs(Band - 0.5) * 4.0), 3.0);
}

export void M_ScanlinePanel(inout material m)
{
    float2 UV = UE.TexCoord(Index = 0);
    float Scan = 0.5 + 0.5 * sin(UV.y * LineCount * 6.2831853);
    float Glow = GlowBand(UV.y, UE.Time() * ScrollSpeed);
    m.EmissiveColor = Tint.rgb * (0.4 + Glow * 1.6);
    m.Opacity = saturate(Scan * 0.6 + Glow) * Tint.a;
}
text
LogDreamShader: Display: Generated Material /Game/UI/M_ScanlinePanel.M_ScanlinePanel from …/DShader/UI/M_ScanlinePanel.dss.

Assets written to disk by this run:
  Content/UI/M_ScanlinePanel.uasset  [NEW]
    deleted (-CleanNew)

dsc: OK (exit 0)

A red variant is a .dsi beside it, overriding only what differs:

hlsl
// DShader/UI/MI_ScanlinePanel_Red.dsi
#pragma instance(Parent = "M_ScanlinePanel")

uniform float4 Tint = float4(1.0, 0.25, 0.2, 1.0);

Gotchas

  • Names are case-sensitive (DSH4200 / DSH4208, with a "did you mean"). HLSL spellings only — mix, fract, mod, vec3 are DSH4250.
  • A vector never narrows silently: assigning a float4 to a float3 is DSH4226 — write .rgb.
  • No matrices, unbounded loops, discard in a branch or switch in graph code (DSH4361, DSH4360, DSH4362, DSH2160). Those belong in a /// @custom body.
  • UE.* calls take named arguments (UE.LinearInterpolate(A = 0.0, B = Gain, Alpha = t)); positional is DSH5220 except for a few (UE.TexCoord, UE.Time, …). Look the node up in Docs/builtins/ue.md rather than guessing pin names.
  • A /// @custom body is not checked by check — only check -Shaders compiles it.
  • One export void … (inout material m) per file, and a material's functions in another file (DSH6201).
  • A texture uniform has no = …: /// @default /Game/T_X above uniform Texture2D T; (DSH7213).
  • @slider is for scalars — on a vector it is ignored with DSH7233.
  • A .dsp is UE 5.8+ and needs its pass materials written as .dss too; its traps are in reference/dsp.md § 6.

See also

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

Files

Just SKILL.md in .skill/dream-shader-create of TypeDreamMoon/DreamShader.

Open the folder on GitHubat commit 1a5dfab

Compare with similar skills

Dream Shader Create 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.

Dream Shader Create compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Dream Shader Create this skillTypeDreamMoon/DreamShader106—~1.9kAutomated safety check: PassMIT
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP210—~913Automated safety check: PassMIT
Game DeveloperJeffallan/claude-skills12k—~1.5kAutomated safety check: PassMIT
Scenario Unreal Materialsscenario-labs/skills946—~4.6kAutomated safety check: PassMIT
Gamedev Shadersericrisco/rsc-harness180—~3.6kAutomated safety check: PassMIT
UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP210—~2.6kAutomated safety check: PassMIT

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  • Dream Shader Migrate

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  • Dream Shader Optimize

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  • Dream Shader Verify

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Works with

Questions about Dream Shader Create

What does Dream Shader Create do?

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…. Dream Shader Create is an agent skill from TypeDreamMoon/DreamShader. 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 builds.

When should I use Dream Shader Create?

Dream Shader Create fits situations like: asked to create; write a DreamShader material; material function; material instance.

How do I install Dream Shader Create in Claude Code?

Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a claude-code`. Or copy the skill folder (.skill/dream-shader-create in TypeDreamMoon/DreamShader) into .claude/skills/dream-shader-create in your project. Claude Code loads it when a task matches its description.

How do I install Dream Shader Create in Codex?

Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a codex`. Or copy the skill folder (.skill/dream-shader-create in TypeDreamMoon/DreamShader) into .agents/skills/dream-shader-create in your project. Codex loads it when a task matches its description.

Can I use Dream Shader Create 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 TypeDreamMoon/DreamShader --skill dream-shader-create -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/dream-shader-create, .gemini/skills/dream-shader-create, .github/skills/dream-shader-create and .opencode/skills/dream-shader-create in your project.

What does Dream Shader Create need to run?

Going by SKILL.md and its folder, Dream Shader Create needs the command-line tools its instructions call (pwsh).

Does Dream Shader Create 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 Dream Shader Create 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 Dream Shader Create use?

Dream Shader Create 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 Dream Shader Create use?

About 1.9k tokens (SKILL.md is roughly 7.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Dream Shader Create?

Skills that share tags, products or a category with Dream Shader Create: UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars), Game Developer (Jeffallan/claude-skills, 12k stars), Scenario Unreal Materials (scenario-labs/skills, 946 stars) and Gamedev Shaders (ericrisco/rsc-harness, 180 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Dream Shader Create?

TypeDreamMoon (a GitHub user) maintains it in TypeDreamMoon/DreamShader, which has 106 GitHub stars. The repository holds 6 skills in this directory. The repository was last updated on October 9, 2026.

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