Topic · Game Development
Best shaders skills for Claude Code, Codex and other agents.
- skills
- 130
- official
- 2
Shaders skills, ranked
Ranked by score. Sort bymost stars,trending,newest,recently updated
| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Extract, define, and apply design DNA across three dimensions: design system (tokens), design style (qualitative feel), and visual effects (Canvas, WebGL, 3D, particles, shaders, scroll effects… | zanwei/ | 1.9k | 1 repo | ~2.1k | Automated safety check: Pass | MIT | 1 mo ago |
| 2 | Generates WebGL shaders for video effects, transitions, masks and color grades in the OpenChatCut editor, trying built-in catalog effects such as zoom before making anything new. | 0xsline/ | 2.2k | 1 repo | ~3.2k | Automated safety check: Pass | AGPL-3.0 | 2 days ago |
| 3 | 3.Pixijs Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. | RSamaium/ | 401 | 2 repos | ~1.6k | Automated safety check: Pass | MIT | 10 days ago |
| 4 | Create a new experiment in TresJS Lab with all necessary files | Tresjs/ | 3.8k | — | ~782 | Automated safety check: Pass | MIT | today |
| 5 | List all shaders available in the project assets and packages, sorted by name. | IvanMurzak/ | 4.4k | — | ~435 | Automated safety check: Pass | Apache-2.0 | 3 days ago |
| 6 | GPU frame debugging with RenderDoc via rdc-cli. An agent skill from rudybear/renderdoc-skill. | rudybear/ | 211 | — | ~4k | Automated safety check: Pass | MIT | 7 mo ago |
| 7 | RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes. | clshortfuse/ | 4.4k | — | ~7.3k | Automated safety check: Pass | MIT | today |
| 8 | Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps. | flopperam/ | 1.1k | — | ~927 | Automated safety check: Pass | No licence | 3 mo ago |
| 9 | 9.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. | BANANASJIM/ | 180 | — | ~2.9k | Automated safety check: Pass | MIT | 2 mo ago |
| 10 | 10.Metal Kernel Write Metal/MPS kernels for PyTorch operators. An agent skill from pytorch/pytorch. | pytorch/ | 104k | — | ~4.9k | Automated safety check: Pass | Unknown | today |
| 11 | 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. | winyunq/ | 207 | — | ~913 | Automated safety check: Pass | MIT | 2 mo ago |
| 12 | 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… | clshortfuse/ | 4.4k | — | ~5.6k | Automated safety check: Pass | MIT | today |
| 13 | 13.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++… | elix22/ | 154 | — | ~2.8k | Automated safety check: Pass | MIT | yesterday |
| 14 | Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks. | winyunq/ | 207 | — | ~2.6k | Automated safety check: Pass | MIT | 2 mo ago |
| 15 | Provides patterns and best practices for TouchDesigner via MCP API - operator creation, network layout, rendering, GLSL shaders, data conversion (CHOP/SOP/POP/TOP/DAT). | satoruhiga/ | 127 | — | ~1.5k | Automated safety check: Pass | No licence | 7 mo ago |
| 16 | Advanced SwiftUI visuals - Metal shaders (.colorEffect, .layerEffect, .distortionEffect), .visualEffect, Liquid Glass (iOS 26), Canvas, holographic and CRT effects. | AThevon/ | 416 | 2 repos | ~3.5k | Automated safety check: Pass | Unknown | yesterday |
| 17 | 17.P5js Production pipeline for interactive and generative visual art using p5.js. | Tommy-yw/ | 546 | 1 repo | ~6.8k | Automated safety check: Pass | MIT | 4 mo ago |
| 18 | 18.Bibi Vision Extract visual content from a BibiGPT video (slides, OCR, on-screen text) and generate a mind map from a saved summary. | JimmyLv/ | 128 | — | ~583 | Automated safety check: Pass | No licence | 28 days ago |
| 19 | Creates and edits Defold resource and component files that use Protobuf Text Format (.collection, .go, .atlas, .sprite, .gui, .collisionobject, .convexshape, .label, .font, .material, .model, .mesh… | selimanac/ | 111 | — | ~2.7k | Automated safety check: Pass | No licence | 5 mo ago |
| 20 | Decides whether an interface effect belongs in CSS, SVG, Canvas 2D, WebGL or WebGPU, then builds, debugs and visually verifies focused GPU effects inside product UIs. | v2space-labs/ | 115 | — | ~3.1k | Automated safety check: Pass | MIT | 1 mo ago |
| 21 | Run jobs on the fly.ai compute network and pay for them - fly connectome experiments, or the user's own WebAssembly programs and WGSL GPU shaders, run by browser miners. | alextitonis/ | 138 | — | ~1.9k | Automated safety check: Pass | MIT | today |
| 22 | 22.Code Review 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/ | 4.4k | — | ~3.5k | Automated safety check: Pass | MIT | today |
| 23 | Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film… | nirholas/ | 226 | 1 repo | ~760 | Automated safety check: Pass | Apache-2.0 | today |
| 24 | 24.Typegpu TypeGPU is type-safe WebGPU in TypeScript. An agent skill from software-mansion-labs/skills. | software-mansion-labs/ | 291 | 2 repos | ~5.6k | Automated safety check: Pass | No licence | 9 days ago |
| 25 | Extract, reproduce, and locally replay a single WebGL / WebGPU / Canvas / shader / animated-3D visual effect from a web page — the GPU-rendered surface that DOM/CSS cloning is blind to. | cth9191/ | 127 | — | ~1.4k | Automated safety check: Pass | MIT | 1 mo ago |
| 26 | Create Framer Code Components and Code Overrides. An agent skill from fredm00n/framerlabs. | fredm00n/ | 135 | — | ~5.8k | Automated safety check: Pass | MIT | 2 mo ago |
| 27 | 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/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 28 | 28.Tsl Implement, migrate, review, debug, or verify Three.js Shading Language (TSL) materials, node graphs, WebGPU compute work, and post-processing. | pmndrs/ | 392 | — | ~1.5k | Automated safety check: Pass | MIT | today |
| 29 | ALWAYS use when porting an existing D3D11 engine or renderer to AGFX — translating ID3D11Device/DeviceContext/InputLayout/state-object code to agfxDevice/agfxCommandBuffer/agfxRenderPipeline calls… | AmelieHeinrich/ | 144 | — | ~3.6k | Automated safety check: Pass | MIT | 9 days ago |
| 30 | Architecture and gotchas for packages/stage — the Threlte/Three.js map renderer (layers, two-pass rendering, shaders, coordinate flips, performance tiers, disposal). | Siege-Perilous/ | 122 | — | ~4.1k | Automated safety check: Pass | Unknown | yesterday |
| 31 | Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance… | flornkm/ | 113 | — | ~4.7k | Automated safety check: Pass | MIT | 1 mo ago |
| 32 | A skill for developing the Vulkan renderer in Yamagi Quake II Remaster. | yquake2/ | 113 | — | ~482 | Automated safety check: Pass | Unknown | today |
| 33 | 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/ | 106 | — | ~2.9k | Automated safety check: Pass | MIT | yesterday |
| 34 | Add a new compute or surface shader for sensor data processing or visualization. | lge-ros2/ | 176 | — | ~2.1k | Automated safety check: Pass | MIT | yesterday |
| 35 | ALWAYS use when porting an existing D3D12 engine or renderer to AGFX — translating ID3D12Device/CommandList/PipelineState/RootSignature/DescriptorHeap code to… | AmelieHeinrich/ | 144 | — | ~3.4k | Automated safety check: Pass | MIT | 9 days ago |
| 36 | Three.js materials - PBR, basic, phong, shader materials, material properties. | OWWZO/ | 185 | 5 repos | ~3.4k | Automated safety check: Pass | No licence | 18 days ago |
| 37 | 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. | TypeDreamMoon/ | 106 | — | ~1.7k | Automated safety check: Pass | MIT | yesterday |
| 38 | 38.Naga Setup Get naga WGSL validation working in a repo — installs the naga/jq toolchain, a PostToolUse hook that compiles every .wgsl on write, and a batch validate-shaders script, so shader checking then… | oframe/ | 151 | — | ~1.9k | Automated safety check: Pass | Unlicense | 10 days ago |
| 39 | ALWAYS use when porting an existing OpenGL (or OpenGL ES) engine or renderer to AGFX — translating glGenTextures/glBindTexture/glBufferData/glUseProgram/FBO code to… | AmelieHeinrich/ | 144 | — | ~3.8k | Automated safety check: Pass | MIT | 9 days ago |
| 40 | Build 2D browser games with Phaser 4: WebGL-first rendering, scenes, filters, lighting, shaders, DynamicTexture and RenderTexture, tilemaps, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4… | chongdashu/ | 149 | — | ~2.8k | Automated safety check: Pass | No licence | 5 mo ago |
| 41 | Three.js post-processing - EffectComposer, bloom, DOF, screen effects. | OWWZO/ | 185 | 5 repos | ~3.6k | Automated safety check: Pass | No licence | 18 days ago |
| 42 | Create and debug Minecraft 26.x and 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders. | Jahrome907/ | 166 | — | ~3.2k | Automated safety check: Pass | MIT | 24 days ago |
| 43 | 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/ | 106 | — | ~1.6k | Automated safety check: Pass | MIT | yesterday |
| 44 | ALWAYS use when porting an existing Vulkan engine or renderer to AGFX — translating VkDevice/VkCommandBuffer/VkPipeline/VkDescriptorSet/VkRenderPass code to… | AmelieHeinrich/ | 144 | — | ~4.4k | Automated safety check: Pass | MIT | 9 days ago |
| 45 | 45.R3f Shaders Implement custom GLSL or TSL materials in React Three Fiber, including uniforms and vertex deformation. | EnzeD/ | 126 | — | ~1.4k | Automated safety check: Pass | No licence | 1 mo ago |
| 46 | 46.Hlsl HLSL code generation, StringBuilder patterns, builtin headers, and DXIL embedding. | LuisaGroup/ | 1.1k | — | ~1.6k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 47 | A skill your agent uses when writing custom shaders, uniforms, filters, or batchers in PixiJS v8. | netaart/ | 570 | — | ~2.8k | Automated safety check: Pass | MIT | today |
| 48 | Three.js shaders - GLSL, ShaderMaterial, uniforms, custom effects. | OWWZO/ | 185 | 5 repos | ~3.5k | Automated safety check: Pass | No licence | 18 days ago |
Questions, answered from the data.
What is the best shaders skill?
Design Dna from zanwei/design-dna ranks first of the 130 shaders skills listed here, with the highest score: its repository has 1.9k GitHub stars, 1 other GitHub owner carry a copy, its SKILL.md loads about 2.1k tokens and it passes the automated safety check with no findings. Next come Video Shader Generator and Pixijs.
Which shaders skills are official?
2 of the 130 shaders skills are official, published by the vendor's own GitHub organization: Slang Shader Engineer and Webgpu Threejs Tsl.
How are these skills ranked?
By Skill Navigator score, which combines the GitHub stars of the skill's repository (shared across that repo's skills and discounted for large collections), how many other GitHub owners carry a copy of the skill, and automated SKILL.md quality checks, minus penalties for safety-check warnings and for each further skill from the same repository. Skills that fail the safety check are not listed.