Unreal Material and VFX Workflow
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.
Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-diagnose --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/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.skill/dream-shader-diagnose .claude/skills/dream-shader-diagnose && 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 "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .claude/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnoseType 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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-diagnose --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.skill/dream-shader-diagnose .agents/skills/dream-shader-diagnose && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .agents/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-diagnose --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.skill/dream-shader-diagnose .cursor/skills/dream-shader-diagnose && 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 "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .cursor/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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/TypeDreamMoon/DreamShader.git --path .skill/dream-shader-diagnose--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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-diagnose --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.skill/dream-shader-diagnose .gemini/skills/dream-shader-diagnose && 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 "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .gemini/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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 TypeDreamMoon/DreamShader dream-shader-diagnoseInstalls 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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .github/skills && cp -r skills-src/.skill/dream-shader-diagnose .github/skills/dream-shader-diagnose && 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 "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .github/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-diagnose --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.skill/dream-shader-diagnose .opencode/skills/dream-shader-diagnose && 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 "dream-shader-diagnose" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-diagnose into .opencode/skills/dream-shader-diagnose/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-diagnose", 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.
dream-shader-diagnoseResolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong.
Dream Shader Diagnose is an agent skill from TypeDreamMoon/DreamShader. Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong. Use when a .dss / .dsi / .dsp / .dsm / .dsf fails to build, when a LogDreamShader message or a DSHnnnn code needs explaining, or when a material or pass looks wrong with no message at all.
Its SKILL.md is about 1.7k 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. 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.
Read from SKILL.md and the folder at commit 1a5dfab. 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.
Shell commands in SKILL.md call:
pwshFrom 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.
Dream Shader Diagnose loads about 1.7k tokens when it runs. Until then it costs about 97 tokens; SKILL.md has 762 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 TypeDreamMoon/DreamShader at commit 1a5dfab, republished under its MIT licence (© TypeDreamMoon). 762 words, ~1,702 tokens.
.claude/skills/dream-shader-diagnose/SKILL.md (or your agent's skills folder).<message>Turn a DreamShader message into a fix. Every message the compiler raises carries a stable code, DSHnnnn, and
every code has a page with its cause and fix. This skill is the route to that page, and what to do when there is
no message.
Paths below are relative to the plugin root, Plugins/DreamShader/.
1 — Get the exact message. A diagnostic is file(line,col): DSHnnnn: message:
C:/Project/DShader/UI/M_Panel.dss(7,16): DSH4200: 'Tin' is not declared in this scope.If all you have is "it doesn't work", reproduce it — check writes nothing and reports every diagnostic of the
file at once:
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/UI/M_Panel.dss2 — Open the code's page. The leading digit is the stage; the page is
Docs/diagnostics/DSH<digit>xxx.md, anchored at the code, and
Docs/diagnostics/README.md lists every code with its message.
| Code | Stage | Page |
|---|---|---|
DSH1xxx | the preprocessor (#if), source files, asset references | DSH1xxx.md |
DSH2xxx | lexer and syntax; 1.x Graph statements and blocks (22xx); .dsp syntax (23xx) | DSH2xxx.md |
DSH3xxx | declarations, # directives, /// blocks; 1.x sections (325x+); .dsp declarations (33xx) | DSH3xxx.md |
DSH4xxx | the binder — names, types, calls (42xx); the IR validator (43xx); what the graph cannot express — matrices, loops (435x); .dsp names (44xx) | DSH4xxx.md |
DSH5xxx | UE.* nodes, math, Substrate; 1.x call spellings and the numbered legacy rules (5250–5292); Custom Pass material nodes (53xx) | DSH5xxx.md |
DSH6xxx | functions: entries, export / extern, helper inlining, /// @custom HLSL, 1.x Function blocks | DSH6xxx.md |
DSH7xxx | uniforms, /// tags, #pragma material; .dsi overrides (725x); .dsp checks — kinds, injection points, buffers in frame order (73xx) | DSH7xxx.md |
DSH8xxx | the emitter and asset creation; material instances (824x–826x); Custom Pass emission, HLSL slots and the pre-check (83xx) | DSH8xxx.md |
DSH9xxx | the tools: check, the decompiler (906x–908x), migrate (909x), .dsi read-back (910x), pass-registry (920x), pipeline decompile (921x–922x) | DSH9xxx.md |
The finer ranges are tabled in Docs/language-v2/index.md § Diagnostics.
For the language rule behind a code: reference/dss.md, reference/dsp.md
or reference/legacy.md.
A message without a code comes from outside the compiler — the commandlet's own arguments, the engine's
material compile, the VirtualFunction sync — and Docs/diagnostics/index.md
catalogues those. Most of that page is the 1.x generator's catalogue, kept for reference; a message you find only
there is from an old version.
3 — Fix the source, check again, confirm exit 0. A stage reports all of its errors at once, but a syntax
error stops the file before the binder runs — so fixing the syntax can bring out binder errors that were there all
along.
| Symptom | Cause |
|---|---|
a 1.x Function body behaves as if a name meant something else | inside a 1.x Function / GraphFunction body, mix fract mod vec2..4 mat2..4 (and ivec/uvec/bvec) are rewritten as whole identifiers, case-insensitively — a local named Mix becomes lerp. Silently. A .dss has no such rewrite |
a /// @custom body or a .dsp's HLSL is wrong, and check passed | check does not compile HLSL. check -Shaders does — and even it skips code no entry reaches: an uncalled helper is never compiled |
| one HLSL error is reported twice, in two wordings | the pre-check compiles for each shader format the project targets (SM5 with FXC, SM6 with DXC); one mistake |
| a material reads a Custom Pass buffer one frame late | the buffer's last writer runs after the base pass — DSH7354 (info) says so; see reference/dsp.md |
| the editor shows a stale material | a headless compile left a .uasset that now wins over the in-memory product. Delete it, or Tools ▸ DreamShader ▸ Make Ephemeral |
compile -All was green but nothing changed | an empty source list is a Warning and exits 0; or every file was skipped as unchanged — add -Force |
a commandlet run did nothing and logged DSH9110 | a flag's value is neither on nor off (-Force=banana, an empty -Force=). Write it bare, or =true / =false (also 1/0, yes/no, on/off) |
| VS Code lost a header's squiggles after another material compiled | compiling a file clears the diagnostics filed under every header it includes — including the ones another material put there. Compile the other material again |
| Surface | Contents |
|---|---|
Output Log / dsc.ps1 output | every message, success included. The only surface a headless run has |
| Material Content Browser | per-file status and diagnostics, live from the editor |
Saved/DreamShader/Bridge/diagnostics.json, diagnostics/ shards, bridge.db | what the VS Code and Rider extensions show: each record with its code, severity (error, warning or info), file, line and column. A failed compile files all its records, a successful one its warnings and notes (since 2.1.0) |
None of the bridge files are written by a commandlet, so a headless run cannot be read from
diagnostics.json — read the log. A message that names a .dsh line came from a file that includes it: a header
is never compiled on its own.
Docs/diagnostics/README.md — every codeDocs/tools/bridge.md — how the extensions receive diagnosticsdream-shader-verify — reproducing it headlessly© TypeDreamMoon, MIT. 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 .skill/dream-shader-diagnose of TypeDreamMoon/DreamShader.
Open the folder on GitHubat commit 1a5dfab
Dream Shader Diagnose 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 |
|---|---|---|---|---|---|---|
| Dream Shader Diagnose this skillTypeDreamMoon/DreamShader | 106 | — | ~1.7k | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Game DeveloperJeffallan/claude-skills | 12k | — | ~1.5k | Automated safety check: Pass | MIT | |
| Scenario Unreal Materialsscenario-labs/skills | 946 | — | ~4.6k | Automated safety check: Pass | MIT | |
| Gamedev Shadersericrisco/rsc-harness | 180 | — | ~3.6k | Automated safety check: Pass | MIT |
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.
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.
Jeffallan/claude-skills
Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.
scenario-labs/skills
A skill your agent uses when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens…
ericrisco/rsc-harness
A skill your agent uses when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect…
winyunq/UnrealMotionGraphicsMCP
Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks.
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…
TypeDreamMoon/DreamShader
Export an existing Unreal material, material function, layer, layer blend, material instance or Custom Pass pipeline back into DreamShaderLang source headlessly, so a hand-built material graph or…
TypeDreamMoon/DreamShader
Rewrite DreamShaderLang 1.x sources (.dsm / .dsf / .dsh) as 2.0 .dss with dsc migrate, which proves each rewrite builds the same graph before it writes anything.
TypeDreamMoon/DreamShader
Clean up a machine-written DreamShader source — a decompiled or migrated .dss (or a 1.x .dsm / .dsf export) — into one a person would have written, without changing what it builds, and prove the…
TypeDreamMoon/DreamShader
Check and compile DreamShader sources headlessly — one file or the whole DShader tree — without opening the Unreal editor, and read back every diagnostic with its file, line and code.
Works with
Categories
Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong. Dream Shader Diagnose is an agent skill from TypeDreamMoon/DreamShader. Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong.
Dream Shader Diagnose fits situations like: A .dss / .dsi / .dsp / .dsm / .dsf fails to build; A LogDreamShader message; A DSHnnnn code needs explaining; pass looks wrong with no message at all.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a claude-code`. Or copy the skill folder (.skill/dream-shader-diagnose in TypeDreamMoon/DreamShader) into .claude/skills/dream-shader-diagnose in your project. Claude Code loads it when a task matches its description.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-diagnose -a codex`. Or copy the skill folder (.skill/dream-shader-diagnose in TypeDreamMoon/DreamShader) into .agents/skills/dream-shader-diagnose 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 TypeDreamMoon/DreamShader --skill dream-shader-diagnose -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-diagnose, .gemini/skills/dream-shader-diagnose, .github/skills/dream-shader-diagnose and .opencode/skills/dream-shader-diagnose in your project.
Going by SKILL.md and its folder, Dream Shader Diagnose needs the command-line tools its instructions call (pwsh).
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.
Dream Shader Diagnose is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.8k 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 Dream Shader Diagnose: Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars), Game Developer (Jeffallan/claude-skills, 12k stars) and Scenario Unreal Materials (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.