Topic · Game Development
Best shaders skills, page 2
Shaders skills, ranked
Ranked by score. Sort bymost stars,trending,newest,recently updated
| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 49 | 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/ | 106 | — | ~1.9k | Automated safety check: Pass | MIT | yesterday |
| 50 | Реализует эффект матового стекла Windows 11 DWM Backdrop (MicaWPF), адаптивную фоновую подсветку Ambilight (FastVibrant), 2.5D многослойный параллакс постеров с 3D наклоном и аппаратное размытие… | ReiKatari/ | 116 | — | ~496 | Automated safety check: Pass | GPL-3.0 | 3 days ago |
| 51 | CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA… | CesiumGS/ | 189 | — | ~3.6k | Automated safety check: Pass | Apache-2.0 | 23 days ago |
| 52 | Match UI/UX interaction needs to proven SwiftUI animation patterns from curated open-source catalogs. | RayFernando1337/ | 130 | — | ~1.3k | Automated safety check: Pass | Apache-2.0 | 2 mo ago |
| 53 | 53.Prismer P5js p5.js sketches: gen art, shaders, interactive, 3D. An agent skill from Prismer-AI/PrismerCloud. | Prismer-AI/ | 1.6k | 3 repos | ~6.9k | Automated safety check: Pass | MIT | 7 days ago |
| 54 | 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. | TypeDreamMoon/ | 106 | — | ~2.1k | Automated safety check: Pass | MIT | yesterday |
| 55 | Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target. | Jeffallan/ | 12k | — | ~1.5k | Automated safety check: Pass | MIT | 4 days ago |
| 56 | Field real-time safety checklist (no heap, recursion, unbounded loops or dynamic types; bounded counts) plus the per-domain branching/GPU divergence cost model. | n1m21n/ | 260 | — | ~3.2k | Automated safety check: Pass | Unknown | yesterday |
| 57 | Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance. | mintdotgg/ | 114 | — | ~816 | Automated safety check: Pass | MIT | 2 mo ago |
| 58 | 58.Animations Production animation patterns for React Native using Reanimated 4, Skia, WebGPU, and TypeGPU. | kingstinct/ | 715 | — | ~937 | Automated safety check: Pass | MIT | yesterday |
| 59 | ALWAYS use when writing or modifying HLSL shaders for AGFX, or wiring the agfxShaderCompiler / agfxShaderModule / agfxRenderPipeline / agfxComputePipeline pipeline around them. | AmelieHeinrich/ | 144 | — | ~3.4k | Automated safety check: Pass | MIT | 10 days ago |
| 60 | 60.Shader Dev A skill your agent uses when the user asks to create, debug, review, or explain GLSL/Shadertoy shader code or real-time visual effects such as ray marching, SDFs, procedural noise, lighting… | HHU3637kr/ | 145 | 3 repos | ~4.2k | Automated safety check: Pass | MIT | 14 days ago |
| 61 | 61.3D Games 3D game development principles. An agent skill from xenitV1/Antigravity-Workflows. | xenitV1/ | 130 | 7 repos | ~638 | Automated safety check: Pass | MIT | 8 mo ago |
| 62 | CRITICAL: Use for Makepad shader system. An agent skill from sickn33/agentic-awesome-skills. | sickn33/ | 47k | 2 repos | ~1.5k | Automated safety check: Pass | MIT | yesterday |
| 63 | 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… | github/ | 40k | 1 repo | ~1.8k | Automated safety check: Pass | MIT | today |
| 64 | Creates custom GLSL shaders with vite-plugin-glsl. An agent skill from hexianWeb/Third-Person-MC. | hexianWeb/ | 194 | — | ~2k | Automated safety check: Pass | MIT | 2 mo ago |
| 65 | Creates and edits Defold shader files (.vp, .fp, .glsl). An agent skill from selimanac/defold-astar. | selimanac/ | 111 | — | ~3.3k | Automated safety check: Pass | No licence | 5 mo ago |
| 66 | Three.js performance optimization and best practices guidelines. | zebbern/ | 4.6k | — | ~3.3k | Automated safety check: Pass | MIT | yesterday |
| 67 | Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in… | ukanwat/ | 387 | 1 repo | ~1.8k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 68 | Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. | boraoztunc/ | 393 | 2 repos | ~2.1k | Automated safety check: Pass | Apache-2.0 | 1 mo ago |
| 69 | 69.Typegpu TypeGPU and raw WebGPU adapter patterns for HyperFrames. An agent skill from boraoztunc/skills. | boraoztunc/ | 393 | 2 repos | ~1.7k | Automated safety check: Pass | Apache-2.0 | 1 mo ago |
| 70 | A skill your agent uses when applying visual effects to PixiJS v8 containers via the filter pipeline. | netaart/ | 570 | 1 repo | ~2.5k | Automated safety check: Pass | MIT | today |
| 71 | A skill your agent uses when upgrading to PixiJS v8 from v7 or diagnosing broken v7 code after an upgrade. | netaart/ | 570 | 1 repo | ~3.8k | Automated safety check: Pass | MIT | today |
| 72 | 72.Materials Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). | kevinpbuckley/ | 717 | — | ~5.3k | Automated safety check: Pass | MIT | 6 days ago |
| 73 | Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. | thedivergentai/ | 803 | — | ~3.2k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 74 | Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. | IvanMurzak/ | 4.4k | — | ~4.1k | Automated safety check: Pass | Apache-2.0 | 3 days ago |
| 75 | Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +… | kevinpbuckley/ | 717 | — | ~2k | Automated safety check: Pass | MIT | 6 days ago |
| 76 | Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). | kevinpbuckley/ | 717 | — | ~2.8k | Automated safety check: Pass | MIT | 6 days ago |
| 77 | Choose and configure React Three Fiber surface materials, PBR, transparency, and transmission. | EnzeD/ | 126 | — | ~1.3k | Automated safety check: Pass | No licence | 1 mo ago |
| 78 | 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 | — | ~2.4k | Automated safety check: Pass | No licence | 5 mo ago |
| 79 | Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects. | AThevon/ | 416 | 1 repo | ~5.1k | Automated safety check: Pass | Unknown | 2 days ago |
| 80 | A full-screen, real-time WebGL/WebGL2 experience — animated shaders, 3D scenes, generative visuals, particle fields — rendered live on the GPU with a typographic overlay. | nexu-io/ | 100k | — | ~903 | Automated safety check: Pass | Apache-2.0 | yesterday |
| 81 | A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects | jame581/ | 792 | — | ~3.7k | Automated safety check: Pass | MIT | yesterday |
| 82 | Guidelines for building premium 3D websites, focusing on custom WebGL shaders, post-processing, physics-based interactions, smooth animations, preloaders, and device optimization. | sickn33/ | 47k | 1 repo | ~1.5k | Automated safety check: Pass | MIT | yesterday |
| 83 | A skill your agent uses when adding or changing GLSL effects in Tiny World Builder — landscape water, waterfalls, foam, smoke, explosions, damage/wear overlays, or the reusable TinyShaderFX library. | jasonkneen/ | 1.6k | — | ~1.9k | Automated safety check: Pass | AGPL-3.0 | today |
| 84 | Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop… | thedivergentai/ | 803 | — | ~3.1k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 85 | Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. | thedivergentai/ | 803 | — | ~3.4k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 86 | Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. | thedivergentai/ | 803 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | 28 days ago |
| 87 | Configure React Three Fiber postprocessing, bloom, selection effects, ambient occlusion, and depth of field. | EnzeD/ | 126 | — | ~1.5k | Automated safety check: Pass | No licence | 1 mo ago |
| 88 | A skill your agent uses when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvasitem, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or… | scenario-labs/ | 898 | — | ~4.9k | Automated safety check: Pass | MIT | yesterday |
| 89 | A skill your agent uses when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect… | scenario-labs/ | 898 | — | ~5.1k | Automated safety check: Pass | MIT | yesterday |
| 90 | 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… | scenario-labs/ | 898 | — | ~4.6k | Automated safety check: Pass | MIT | yesterday |
| 91 | CustomShader authoring — vertexShaderText and fragmentShaderText against VertexInput, FragmentInput, FeatureIds, Metadata, czmmodelMaterial. | CesiumGS/ | 189 | — | ~5.1k | Automated safety check: Pass | Apache-2.0 | 23 days ago |
| 92 | A skill your agent uses when applying visual filters or post-processing effects in Phaser 4. | autonomous-ai/ | 1.1k | — | ~5k | Automated safety check: Pass | MIT | today |
| 93 | A skill your agent uses when migrating a Phaser 3 project to Phaser 4, or when a user asks about breaking changes, API differences, or how to update their v3 code. | autonomous-ai/ | 1.1k | — | ~4.9k | Automated safety check: Pass | MIT | today |
| 94 | 94.Renderer Architecture rules for GPU rendering with TypeGPU/WebGPU — games, data visualisation, canvases, any app that draws with the GPU. | dzhng/ | 1k | — | ~2.7k | Automated safety check: Pass | MIT | 2 days ago |
| 95 | Upgrade Three.js games from basic/prototype visuals to premium AAA-inspired browser graphics. | corosolto/ | 256 | — | ~1.6k | Automated safety check: Pass | AGPL-3.0 | today |
| 96 | CLI harness for RenderDoc graphics debugger capture analysis | HKUDS/ | 52k | — | ~1.6k | Automated safety check: Pass | Apache-2.0 | 15 days ago |