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 medy-gribkov/arcana --skill shader-techniquesgit clone --depth 1 https://github.com/medy-gribkov/arcanaWrote 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/medy-gribkov/arcana/shader-techniques)<a href="https://agentmods.dev/skills/medy-gribkov/arcana/shader-techniques"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/shader-techniques/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/medy-gribkov/arcana/shader-techniques"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/shader-techniques.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00022 | $0.03117 |
| Opus 5 | $0.00011 | $0.01558 |
| Sonnet 5 | $0.00004 | $0.00623 |
| Haiku 4.5 | $0.00002 | $0.00312 |
Grade A, and why
shader-techniques 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 9d 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 — 427 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Techniques
Shader Pipeline Overview
┌─────────────────────────────────────────────────────────────┐
│ RENDERING PIPELINE │
├─────────────────────────────────────────────────────────────┤
│ CPU (Game Logic) │
│ ↓ │
│ VERTEX SHADER │
│ ├─ Transform vertices to clip space │
│ ├─ Calculate normals, tangents │
│ └─ Pass data to fragment shader │
│ ↓ │
│ RASTERIZATION (Fixed function) │
│ ├─ Triangle setup │
│ ├─ Pixel coverage │
│ └─ Interpolation │
│ ↓ │
│ FRAGMENT/PIXEL SHADER │
│ ├─ Sample textures │
│ ├─ Calculate lighting │
│ └─ Output final color │
│ ↓ │
│ OUTPUT (Framebuffer) │
└─────────────────────────────────────────────────────────────┘
Basic Shader Structure
// ✅ Production-Ready: Basic Surface Shader (Unity HLSL)
Shader "Custom/BasicSurface"
{
Properties
{
_MainTex ("Albedo", 2D) = "white" {}
_Color ("Color Tint", Color) = (1,1,1,1)
_Metallic ("Metallic", Range(0,1)) = 0.0
_Smoothness ("Smoothness", Range(0,1)) = 0.5
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalStrength ("Normal Strength", Range(0,2)) = 1.0
}
SubShader
{
Tags { "RenderType"="Opaque" "Queue"="Geometry" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTex;
sampler2D _NormalMap;
half4 _Color;
half _Metallic;
half _Smoothness;
half _NormalStrength;
struct Input
{
float2 uv_MainTex;
float2 uv_NormalMap;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Albedo
half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Normal mapping
half3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
normal.xy *= _NormalStrength;
o.Normal = normalize(normal);
// PBR properties
o.Metallic = _Metallic;
o.Smoothness = _Smoothness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
What ships with it
3 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.
- 9d ago First seen · 427 lines · 22 tokens per session scan A fcbd5a05ab13
shader-techniques is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 2mo ago), licensed Apache-2.0. It adds 22 tokens to every session and 3,117 once invoked, about $0.0001 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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