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Shaders And Vfx

skill-rondorkerin-gamestack-shaders-and-vfx · by rondorkerin

Use when authoring shaders/materials or building visual effects in ANY engine — the shader model (vertex/fragment/compute, what each reads and writes), node-graph material thinking, procedural texturing (noise, SDFs, triplanar, vertex-color/splat masks) vs. baked textures, the VFX toolkit (CPU vs GPU particles, trails/ribbons, decals, distortion/refraction, dissolve/hit-flash/rim effects), styliz…

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Install

$ agentstack add skill-rondorkerin-gamestack-shaders-and-vfx

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Security review

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Shaders & VFX

How to author shader-driven materials and visual effects that are parametric, readable, and cheap — across any engine. A shader is a data-flow contract (each stage reads and writes specific things); a material is a bounded parameter surface a generator can vary safely; VFX is the rendering substrate for game-feel's feedback channels, and the single biggest fill-rate risk if left unbudgeted.

> Tier: technical craft (→ gamestack-core). Engine-agnostic shading/VFX principles, the technical substrate for game-feel-and-juice's feedback channels.

When to use this

  • Authoring shaders/materials as a parametric, generator-safe system (node-graph thinking, procedural texturing, baked vs. procedural)
  • Building VFX — particles, trails, decals, distortion, dissolve/hit-flash/rim — and choosing the technique by its cost model
  • Implementing a stylized look: toon/cel shading, outline rendering, flat shading for cheaper + more readable rendering
  • Diagnosing shader compilation stutter, overdraw collapse, a particle storm, or procedurally-generated materials that read as samey

Scope

This skill owns shader, material, and particle technical implementation — what each shader stage reads/writes, how a material parameterizes, how each VFX primitive is built and what it costs. Adjacent concerns live in sibling skills:

  • When/why/how-much feedback to fire, and the inverted-U budget ceiling → game-feel-and-juice (this skill is its rendering substrate; cite up to it for "should it fire and how big")
  • Rendering pipeline (forward/deferred), lighting, GI, shadows, post-processing order, overall performance-budget framing → 3d-graphics-and-rendering (sibling, same tier — this skill lives inside its pipeline)
  • Visual readability, silhouette, signal-color language, art direction → art-direction-and-readability (owns the language; this skill realizes it as technique)
  • The meshes/terrain these materials texture and outline → procedural-geometry (sibling — its UV-less runtime geometry is why triplanar/vertex-color paths exist here)

How the pieces fit

  • GUIDE.md — the cited why, in five sub-domains: the shader model (data-flow contract), material authoring patterns (node-graph thinking · procedural texturing · baked-vs-procedural), the VFX toolkit (particles · trails · decals · distortion · screen-space effects, each mapped to a feedback channel), stylization techniques (cel shading · outline rendering · stylized-as-performance-decision), and performance & failure modes (variant explosion · overdraw · the particle storm). Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.
  • CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.

The two ideas to anchor on

> 1. The shader stages are a contract; vary parameters, not plumbing. A vertex shader transforms and emits interpolated outputs; a fragment shader reads them and writes one pixel; a compute shader reads/writes arbitrary buffers. A generator's authoring surface is uniforms, textures, and parameters fed into a small set of hand-authored master materials — never new shader code. That single rule caps shader-variant explosion at the source.

> 2. VFX is feedback made of fill rate — budget it or it fails twice. Every particle, trail, and distortion effect is how a feedback channel is built; layered transparency is the #1 fill-rate cost. The "particle storm" fails twice at once — it tanks frame rate and obscures the gameplay state the VFX was meant to communicate. Cap concurrent emitters and overdraw the same way game-feel-and-juice caps the juice budget.

> Why this matters doubly for a generator: a human technical artist sees the overdraw, the variant count, the particle storm, the samey materials. An autonomous generator does not. Hand-author the master materials, the VFX recipe palette (each effect a bounded template), and the signal-color palette as inviolable contracts; let generation select and parameterize within them; run a variant/PSO validator, an overdraw/fill-rate validator, and a concurrent-VFX validator before any content is committed.

Start with GUIDE.md, then apply CHECKLIST.md.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.