# Shaders And Vfx

> 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…

- **Type:** Skill
- **Install:** `agentstack add skill-rondorkerin-gamestack-shaders-and-vfx`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [rondorkerin](https://agentstack.voostack.com/s/rondorkerin)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [rondorkerin](https://github.com/rondorkerin)
- **Source:** https://github.com/rondorkerin/gamestack/tree/main/plugins/gamestack/skills/shaders-and-vfx

## Install

```sh
agentstack add skill-rondorkerin-gamestack-shaders-and-vfx
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## 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.

- **Author:** [rondorkerin](https://github.com/rondorkerin)
- **Source:** [rondorkerin/gamestack](https://github.com/rondorkerin/gamestack)
- **License:** MIT

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

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-rondorkerin-gamestack-shaders-and-vfx
- Seller: https://agentstack.voostack.com/s/rondorkerin
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
