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 gamedev-skills/awesome-gamedev-agent-skills --skill shader-programminggit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/shader-programming)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/shader-programming"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/shader-programming/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/gamedev-skills/awesome-gamedev-agent-skills/shader-programming"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/shader-programming.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00095 | $0.01788 |
| Opus 5 | $0.00048 | $0.00894 |
| Sonnet 5 | $0.00019 | $0.00358 |
| Haiku 4.5 | $0.00010 | $0.00179 |
Grade A, and why
shader-programming 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 12d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- shader-programming — 100% identical, 6 lines differ
How it starts
The opening of the file, as written. The whole thing — 152 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader programming (cross-engine)
Shaders are small programs that run per vertex and per pixel on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use godot-shaders (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.
When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading.
- Use to translate a shader concept between GLSL and HLSL, or between engines.
When not to use: for an engine's exact shader language and built-ins, use
godot-shaders (Godot shading language) or the engine's material docs. For full
particle VFX systems, see unreal-niagara. For post-process stacks, defer to
the engine's renderer settings.
Core workflow
- Know which stage you're in. The vertex shader transforms each vertex into clip space and passes data (UVs, normals) onward; the fragment/pixel shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage.
- Track coordinate spaces. Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug.
- Drive effects with UVs and time. UVs are
0..1texture coordinates; offset, scale, or distort them, and animate with atimeuniform. - Work per pixel, branch-light. Prefer
mix,step,smoothstep, andclampoverifwhere possible; GPUs run pixels in lockstep and dislike divergent branches. - Pass data via uniforms (constant per draw) and varyings (interpolated vertex→fragment). Keep texture samples few; they dominate cost.
- Verify visually and on target hardware. Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
What ships with it
1 file 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.
- 12d ago First seen · 152 lines · 95 tokens per session scan A e89558b15691
shader-programming is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed yesterday), licensed Apache-2.0. It adds 95 tokens to every session and 1,788 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 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.