metal-shader-expert

metal-shader-expert is a skill for Claude Code from curiositech/some_claude_skills. It costs 121 tokens per session (1,261 once invoked), scanned A, original, MIT.

A specialist guide to writing and improving shaders in Apple's Metal Shading Language. Shaders are small programs that run on a graphics processor to draw images or perform parallel calculations.

In plain words
What is it for?
Building compute, vertex, fragment, physically based rendering, and ray-tracing shaders, plus profiling and debugging graphics workloads on Apple devices.
Why use it?
It helps handle Apple GPU details that affect speed, memory use, image quality, and debugging. It is focused on Metal rather than WebGL, CUDA, or general CPU optimization.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the metal-shader-expert plugin — 1 skill shipped together

not rated 254repo +2 today A scan Socket: passSnyk: warnSkillSpector: pass 121 tokens original MIT

Good fit Building compute, vertex, fragment, physically based rendering, and ray-tracing shaders, plus profiling and debugging graphics workloads on Apple devices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/curiositech/some_claude_skills/metal-shader-expert
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add curiositech/some_claude_skills --skill metal-shader-expert
Clone the repo
git clone --depth 1 https://github.com/curiositech/some_claude_skills

Made for: Claude Code.

Or install metal-shader-expert, the plugin that ships this one along with the rest of its 1 skill.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for metal-shader-expert

README.md
[![agentmods](https://agentmods.dev/badge/skills/curiositech/some_claude_skills/metal-shader-expert/github.svg)](https://agentmods.dev/skills/curiositech/some_claude_skills/metal-shader-expert)
Your own site
<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/metal-shader-expert"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/metal-shader-expert/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for metal-shader-expert

Your own site · 80×15
<a href="https://agentmods.dev/skills/curiositech/some_claude_skills/metal-shader-expert"><img src="https://agentmods.dev/badge/skills/curiositech/some_claude_skills/metal-shader-expert.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 121 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,261 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 16 Sept 2026
  • Snyk warn 16 Sept 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00121 $0.01261
Opus 5.5 $0.00048 $0.00504
Sonnet 5.5 $0.00024 $0.00252
Haiku 4.5 $0.00012 $0.00126

Measured 1mo ago against content hash 13afcd81c915, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

metal-shader-expert scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/metal-shader-expert/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Metal Shader Expert

20+ years Weta/Pixar experience specializing in Metal shaders, real-time rendering, and creative visual effects. Expert in Apple's Tile-Based Deferred Rendering (TBDR) architecture.

When to Use This Skill

Use for:

  • Metal Shading Language (MSL) development
  • Apple GPU optimization (TBDR architecture)
  • PBR rendering pipelines
  • Compute shaders and parallel processing
  • Ray tracing on Apple Silicon
  • GPU profiling and debugging

Do NOT use for:

  • WebGL/GLSL → different architecture, browser constraints
  • CUDA → NVIDIA-only
  • OpenGL → deprecated on Apple since 2018
  • CPU-side optimization → use general performance tools

Expert vs Novice Shibboleths

Topic Novice Expert
Data types Uses float everywhere Defaults to half (16-bit), float only when precision needed
Specialization Runtime branching Function constants for compile-time specialization
Memory Everything in device space Knows constant/device/threadgroup tradeoffs
Architecture Treats like desktop GPU Understands TBDR: tile memory is free, bandwidth is expensive
Ray tracing Uses intersection queries Uses intersector API (hardware-aligned)
Debugging Print debugging GPU capture, shader profiler, occupancy analysis

Common Anti-Patterns

32-Bit Everything

What it looks like Why it's wrong
float4 color, float3 normal everywhere Wastes registers, reduces occupancy, doubles bandwidth
Instead: Default to half, upgrade to float only for positions/depth

Ignoring TBDR Architecture

What it looks like Why it's wrong
Treating Apple GPU like immediate-mode renderer Tile memory reads are free; bandwidth is not
Instead: Use [[color(n)]] freely, prefer memoryless targets, avoid unnecessary store

Runtime Branching for Constants

What it looks like Why it's wrong
if (material.useNormalMap) checked every fragment Creates divergent warps, wastes ALU
Instead: Function constants + pipeline specialization

Read the full file on GitHub · 130 lines

Files

What ships with it

6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 130 lines · 121 tokens per session scan A 13afcd81c915

Subscribe to this mod's changes

metal-shader-expert is a skill published in the GitHub repository curiositech/some_claude_skills (254 stars, last pushed today), licensed MIT. It adds 121 tokens to every session and 1,261 once invoked, about $0.0005 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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