Advanced shader programming, visual effects, custom materials, and rendering optimization for stunning game graphics.
Creates advanced shader effects (toon, dissolve, post-processing) and optimizes rendering performance for game graphics. Use when user needs custom materials, visual effects, or GPU performance improvements.
/plugin marketplace add pluginagentmarketplace/custom-plugin-game-developer/plugin install custom-plugin-game-developer@pluginagentmarketplace-game-developerThis skill inherits all available tools. When active, it can use any tool Claude has access to.
assets/shaders_config.yamlreferences/SHADERS_GUIDE.mdscripts/shader_helper.py┌─────────────────────────────────────────────────────────────┐
│ RENDERING PIPELINE │
├─────────────────────────────────────────────────────────────┤
│ CPU (Game Logic) │
│ ↓ │
│ VERTEX SHADER │
│ ├─ Transform vertices to clip space │
│ ├─ Calculate normals, tangents │
│ └─ Pass data to fragment shader │
│ ↓ │
│ RASTERIZATION (Fixed function) │
│ ├─ Triangle setup │
│ ├─ Pixel coverage │
│ └─ Interpolation │
│ ↓ │
│ FRAGMENT/PIXEL SHADER │
│ ├─ Sample textures │
│ ├─ Calculate lighting │
│ └─ Output final color │
│ ↓ │
│ OUTPUT (Framebuffer) │
└─────────────────────────────────────────────────────────────┘
// ✅ Production-Ready: Basic Surface Shader (Unity HLSL)
Shader "Custom/BasicSurface"
{
Properties
{
_MainTex ("Albedo", 2D) = "white" {}
_Color ("Color Tint", Color) = (1,1,1,1)
_Metallic ("Metallic", Range(0,1)) = 0.0
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0,2)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
half4 _Color;
half _Metallic;
half _Smoothness;
half _NormalStrength;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Normal mapping
half3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
normal.xy *= _NormalStrength;
o.Normal = normalize(normal);
// PBR properties
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
// ✅ Production-Ready: Toon Shader
Shader "Custom/Toon"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
_RampTex ("Ramp Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.02
}
SubShader
{
Tags { "RenderType"="Opaque" }
// Outline Pass
Pass
{
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 pos : SV_POSITION;
};
float _OutlineWidth;
float4 _OutlineColor;
v2f vert(appdata v)
{
v2f o;
// Expand vertices along normals
float3 scaled = v.vertex.xyz + v.normal * _OutlineWidth;
o.pos = UnityObjectToClipPos(float4(scaled, 1.0));
return o;
}
half4 frag(v2f i) : SV_Target
{
return _OutlineColor;
}
ENDCG
}
// Main Toon Pass
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
sampler2D _RampTex;
float4 _Color;
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
};
v2f vert(appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
return o;
}
half4 frag(v2f i) : SV_Target
{
// Sample albedo
half4 col = tex2D(_MainTex, i.uv) * _Color;
// Calculate diffuse with ramp
float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
float NdotL = dot(i.worldNormal, lightDir) * 0.5 + 0.5;
float3 ramp = tex2D(_RampTex, float2(NdotL, 0.5)).rgb;
col.rgb *= ramp;
return col;
}
ENDCG
}
}
}
// ✅ Production-Ready: Dissolve Shader
Shader "Custom/Dissolve"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NoiseTex ("Noise Texture", 2D) = "white" {}
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_EdgeColor ("Edge Color", Color) = (1, 0.5, 0, 1)
_EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _MainTex;
sampler2D _NoiseTex;
float _DissolveAmount;
float4 _EdgeColor;
float _EdgeWidth;
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
half4 frag(v2f i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
float noise = tex2D(_NoiseTex, i.uv).r;
// Discard dissolved pixels
clip(noise - _DissolveAmount);
// Add edge glow
float edge = 1 - smoothstep(0, _EdgeWidth, noise - _DissolveAmount);
col.rgb = lerp(col.rgb, _EdgeColor.rgb, edge);
return col;
}
ENDCG
}
}
}
// ✅ Production-Ready: Screen-Space Vignette
Shader "PostProcess/Vignette"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Intensity ("Intensity", Range(0, 1)) = 0.5
_Smoothness ("Smoothness", Range(0.01, 1)) = 0.5
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
sampler2D _MainTex;
float _Intensity;
float _Smoothness;
half4 frag(v2f_img i) : SV_Target
{
half4 col = tex2D(_MainTex, i.uv);
// Calculate vignette
float2 center = i.uv - 0.5;
float dist = length(center);
float vignette = smoothstep(0.5, 0.5 - _Smoothness, dist);
vignette = lerp(1, vignette, _Intensity);
col.rgb *= vignette;
return col;
}
ENDCG
}
}
}
OPTIMIZATION TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ PRECISION: │
│ • Use half instead of float where possible │
│ • Mobile: Always prefer half/fixed │
│ • PC: float for positions, half for colors │
├─────────────────────────────────────────────────────────────┤
│ TEXTURE SAMPLING: │
│ • Minimize texture samples │
│ • Use texture atlases │
│ • Avoid dependent texture reads │
│ • Use lower mipmap for distant objects │
├─────────────────────────────────────────────────────────────┤
│ MATH OPERATIONS: │
│ • Replace div with mul (x/2 → x*0.5) │
│ • Use MAD operations (a*b+c) │
│ • Avoid branching in fragment shaders │
│ • Pre-compute constants │
├─────────────────────────────────────────────────────────────┤
│ VARIANTS: │
│ • Minimize shader keywords │
│ • Use multi_compile_local │
│ • Strip unused variants │
└─────────────────────────────────────────────────────────────┘
COST COMPARISON (Relative):
┌─────────────────────────────────────────────────────────────┐
│ Operation │ Cost │ Notes │
├─────────────────────┼───────┼───────────────────────────────┤
│ Add/Multiply │ 1x │ Baseline │
│ Divide │ 4x │ Avoid in loops │
│ Sqrt │ 4x │ Use rsqrt when possible │
│ Sin/Cos │ 8x │ Use lookup tables on mobile │
│ Texture Sample │ 4-8x │ Varies by hardware │
│ Pow │ 8x │ Use exp2(x*log2(y)) │
│ Normalize │ 4x │ Pre-normalize in vertex │
└─────────────────────┴───────┴───────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader not compiling │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Check for syntax errors (missing semicolons) │
│ → Verify all variables are declared │
│ → Check target platform compatibility │
│ → Look for mismatched semantics │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Pink/magenta material │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Shader failed to compile - check console │
│ → Missing shader on target platform │
│ → Add fallback shader │
│ → Check render pipeline compatibility │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader too slow │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Profile with GPU debugger (RenderDoc) │
│ → Reduce texture samples │
│ → Use lower precision │
│ → Simplify math operations │
│ → Move calculations to vertex shader │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many shader variants │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Use shader_feature instead of multi_compile │
│ → Strip unused variants in build settings │
│ → Combine keywords where possible │
│ → Use material property blocks │
└─────────────────────────────────────────────────────────────┘
| Engine | Language | Notes |
|---|---|---|
| Unity URP/HDRP | HLSL + ShaderGraph | Visual + code |
| Unity Built-in | CG/HLSL | Legacy surface shaders |
| Unreal | HLSL + Material Editor | Node-based preferred |
| Godot | Godot Shading Language | Similar to GLSL |
| OpenGL | GLSL | Cross-platform |
| DirectX | HLSL | Windows/Xbox |
| Vulkan | SPIR-V (from GLSL) | Low-level |
Use this skill: When creating custom visuals, optimizing rendering, or implementing advanced effects.
This skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.