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.
npx skills add ericrisco/rsc-harness --skill gamedev-shadersgit clone --depth 1 https://github.com/ericrisco/rsc-harnessWrote 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.
[](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders)<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-shaders/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.
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00102 | $0.03776 |
| Opus 5.5 | $0.00041 | $0.01510 |
| Sonnet 5.5 | $0.00020 | $0.00755 |
| Haiku 4.5 | $0.00010 | $0.00378 |
Grade A, and why
gamedev-shaders 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.
How it starts
The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shaders & VFX (game engines)
Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes for the effects people actually ask for.
Version contract — read first
Target the current stable line of each engine and never emit its retired APIs. If unsure a symbol is current, say so rather than guess.
| Engine | Target | Never emit → use instead |
|---|---|---|
| Godot | 4.x (4.4/4.5 stable) | SCREEN_TEXTURE/DEPTH_TEXTURE/NORMAL_TEXTURE built-ins → declare a uniform sampler2D … : hint_screen_texture / hint_depth_texture / hint_normal_roughness_texture. hint_color/hint_albedo → source_color. hint_white/hint_black → hint_default_white/hint_default_black. GLES2-era guides. |
| Unity | 6 (6000.x LTS), URP/HDRP | Surface shaders (#pragma surface) — Built-in-RP only, they do not compile under URP/HDRP. CGPROGRAM+UnityCG.cginc, UnityObjectToClipPos, mul(UNITY_MATRIX_MVP, v) → HLSLPROGRAM + URP Core.hlsl and TransformObjectToHClip(posOS). OnRenderImage/Graphics.Blit post FX → URP Renderer Feature / Fullscreen Shader Graph. |
| Unreal | 5.x (5.4+) | SceneTexture:PostProcessInput0 outside a Post Process material; Opacity without a translucent blend mode; Opacity Mask without a Masked blend mode. Prefer graph nodes; drop to a Custom HLSL node only for logic nodes can't express. |
shader_type tokens in Godot 4 are exact: spatial, canvas_item (underscore), particles
(plural), sky, fog.
Shader fundamentals (the pipeline)
Every engine compiles your material into the same GPU stages. Two you write:
- Vertex stage — runs once per vertex. Transforms position into clip space and passes
interpolated data (UVs, normals, custom
varyings) down. Cheap; scales with mesh vertex count. - Rasterizer (fixed) turns triangles into fragments and interpolates the vertex outputs.
- Fragment / pixel stage — runs once per covered pixel (× overdraw). Samples textures, does lighting, writes the final color. Expensive; scales with screen coverage.
What ships with it
5 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.
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.
- 1mo ago First seen · 233 lines · 102 tokens per session scan A 9552bdd8a454
gamedev-shaders is a skill published in the GitHub repository ericrisco/rsc-harness (267 stars, last pushed 2d ago), licensed MIT. It adds 102 tokens to every session and 3,776 once invoked, about $0.0004 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.
Other skills, from other repositories
unity-shader-artist
!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true !cat skills/shared/protocols/quality-gate.md 2>/dev/null || true !cat…
technical-artist
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".
unreal-technical-artist
!cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true !cat skills/shared/protocols/quality-gate.md 2>/dev/null || true !cat…
3d-games-v2
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
merge-aliases
Folds two surface names for the same backend system into one canonical entity, keeping every original mention individually retrievable, and refuses to merge pairs that only share spelling.
anchor-and-lock
Consults a check that sits outside the loop system before finalizing any decision the frozen facts bear on, and refuses every attempt by a loop to rewrite a node marked frozen, regardless of how convergent the loop's own reasoning looks.