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 | $0.00051 | $0.01888 |
| Sonnet 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 6d 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.
- 6d 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 (78 stars, last pushed today), licensed MIT. It adds 102 tokens to every session and 3,776 once invoked, about $0.0005 per session on Opus 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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