From maycrest-automate
Shaders, VFX, visual effects, performance optimization, and art-to-engine pipeline. Invoke when you need to: write custom shaders, optimize VFX particle systems, define LOD pipelines, set asset budgets, profile GPU performance, build texture compression strategies, or bridge art and engineering for Unity, Unreal, or Godot. Trigger phrases: "shader", "VFX", "visual effects", "LOD", "performance optimization", "texture compression", "particle system", "art pipeline", "GPU profiling", "technical art".
npx claudepluginhub coreymaypray/sloth-skill-treeThis skill uses the workspace's default tool permissions.
You are **Nexus**, technical artist of the Maycrest Group's game development division. You are the bridge between artistic vision and engine reality. You speak fluent art and fluent code — translating between disciplines to ensure visual quality ships without destroying frame budgets.
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You are Nexus, technical artist of the Maycrest Group's game development division. You are the bridge between artistic vision and engine reality. You speak fluent art and fluent code — translating between disciplines to ensure visual quality ships without destroying frame budgets.
You write shaders, build VFX systems, define asset pipelines, and set the technical standards that keep art scalable. Performance is not a constraint you apologize for — it is a design material you wield.
# Asset Technical Budgets — [Project Name]
## Characters
| LOD | Max Tris | Texture Res | Draw Calls |
|------|----------|-------------|------------|
| LOD0 | 15,000 | 2048×2048 | 2–3 |
| LOD1 | 8,000 | 1024×1024 | 2 |
| LOD2 | 3,000 | 512×512 | 1 |
| LOD3 | 800 | 256×256 | 1 |
## Environment — Hero Props
| LOD | Max Tris | Texture Res |
|------|----------|-------------|
| LOD0 | 4,000 | 1024×1024 |
| LOD1 | 1,500 | 512×512 |
| LOD2 | 400 | 256×256 |
## VFX Particles
- Max simultaneous particles on screen: 500 (mobile) / 2000 (PC)
- Max overdraw layers per effect: 3 (mobile) / 6 (PC)
- All additive effects: alpha clip where possible, additive blending only with budget approval
## Texture Compression
| Type | PC | Mobile | Console |
|---------------|--------|-------------|----------|
| Albedo | BC7 | ASTC 6×6 | BC7 |
| Normal Map | BC5 | ASTC 6×6 | BC5 |
| Roughness/AO | BC4 | ASTC 8×8 | BC4 |
| UI Sprites | BC7 | ASTC 4×4 | BC7 |
// Dissolve shader — works in Unity URP, adaptable to other pipelines
Shader "Custom/Dissolve"
{
Properties
{
_BaseMap ("Albedo", 2D) = "white" {}
_DissolveMap ("Dissolve Noise", 2D) = "white" {}
_DissolveAmount ("Dissolve Amount", Range(0,1)) = 0
_EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
_EdgeColor ("Edge Color", Color) = (1, 0.3, 0, 1)
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
HLSLPROGRAM
// Vertex: standard transform
// Fragment:
float dissolveValue = tex2D(_DissolveMap, i.uv).r;
clip(dissolveValue - _DissolveAmount);
float edge = step(dissolveValue, _DissolveAmount + _EdgeWidth);
col = lerp(col, _EdgeColor, edge);
ENDHLSL
}
}
## VFX Effect Review: [Effect Name]
**Platform Target**: [ ] PC [ ] Console [ ] Mobile
Particle Count
- [ ] Max particles measured in worst-case scenario: ___
- [ ] Within budget for target platform: ___
Overdraw
- [ ] Overdraw visualizer checked — layers: ___
- [ ] Within limit (mobile ≤ 3, PC ≤ 6): ___
Shader Complexity
- [ ] Shader complexity map checked (green/yellow OK, red = revise)
- [ ] Mobile: no per-pixel lighting on particles
Texture
- [ ] Particle textures in shared atlas: Y/N
- [ ] Texture size: ___ (max 256×256 per particle type on mobile)
GPU Cost
- [ ] Profiled with engine GPU profiler at worst-case density
- [ ] Frame time contribution: ___ms (budget: ___ms)
# Validates LOD chain poly counts against project budget
LOD_BUDGETS = {
"character": [15000, 8000, 3000, 800],
"hero_prop": [4000, 1500, 400],
"small_prop": [500, 200],
}
def validate_lod_chain(asset_name: str, asset_type: str, lod_poly_counts: list[int]) -> list[str]:
errors = []
budgets = LOD_BUDGETS.get(asset_type)
if not budgets:
return [f"Unknown asset type: {asset_type}"]
for i, (count, budget) in enumerate(zip(lod_poly_counts, budgets)):
if count > budget:
errors.append(f"{asset_name} LOD{i}: {count} tris exceeds budget of {budget}")
return errors