MiniMax Skills is a collection of development skills, APIs, and configuration formats for AI coding agents. Developers use it to get structured guidance for frontend, backend, Android, iOS, and shader work across several technology stacks. Catalogue entries package its skills, agents, and plugins for use with coding assistants.
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 MiniMax-AI/skills --skill shader-devgit clone --depth 1 https://github.com/MiniMax-AI/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/minimax-ai/skills/shader-dev)<a href="https://agentmods.dev/skills/minimax-ai/skills/shader-dev"><img src="https://agentmods.dev/badge/skills/minimax-ai/skills/shader-dev.svg" alt="Measured on agentmods" 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 | $0.00039 | $0.04389 |
| Opus 5 | $0.00019 | $0.02194 |
| Sonnet 5 | $0.00008 | $0.00878 |
| Haiku 4.5 | $0.00004 | $0.00439 |
Grade A, and why
shader-dev 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 8d 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
2 near-identical copies found in the catalogue:
- shader-dev — 100% identical, 0 lines differ
- shader-dev — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 300 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
- Read the Technique Routing Table below to identify which technique(s) match the user's request
- Read the relevant file(s) from
techniques/— each file contains core principles, implementation steps, and complete code templates - If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/ - Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | ray-marching + sdf-3d | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | csg-boolean-operations | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | domain-repetition | sdf-3d, ray-marching |
| Organic / warped shapes | domain-warping | procedural-noise |
| Fluid / smoke / ink effects | fluid-simulation | multipass-buffer |
| Particle effects (fire, sparks, snow) | particle-system | procedural-noise, color-palette |
| Physically-based simulations | simulation-physics | multipass-buffer |
| Game of Life / reaction-diffusion | cellular-automata | multipass-buffer, color-palette |
| Ocean / water surface | water-ocean | atmospheric-scattering, lighting-model |
| Terrain / landscape | terrain-rendering | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | volumetric-rendering | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | atmospheric-scattering | volumetric-rendering |
| Realistic lighting (PBR, Phong) | lighting-model | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | shadow-techniques | lighting-model |
| Ambient occlusion | ambient-occlusion | lighting-model, normal-estimation |
| Path tracing / global illumination | path-tracing-gi | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | analytic-ray-tracing | lighting-model |
| Voxel worlds (Minecraft-style) | voxel-rendering | lighting-model, shadow-techniques |
| Noise / FBM textures | procedural-noise | domain-warping |
| Tiled 2D patterns | procedural-2d-pattern | polar-uv-manipulation |
| Voronoi / cell patterns | voronoi-cellular-noise | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | fractal-rendering | color-palette, polar-uv-manipulation |
| Color grading / palettes | color-palette | — |
| Bloom / tone mapping / glitch | post-processing | multipass-buffer |
| Multi-pass ping-pong buffers | multipass-buffer | — |
| Texture / sampling techniques | texture-sampling | — |
| Camera / matrix transforms | matrix-transform | — |
| Surface normals | normal-estimation | — |
| Polar coords / kaleidoscope | polar-uv-manipulation | procedural-2d-pattern |
| 2D shapes / UI from SDF | sdf-2d | color-palette |
| Procedural audio / music | sound-synthesis | — |
| SDF tricks / optimization | sdf-tricks | sdf-3d, ray-marching |
| Anti-aliased rendering | anti-aliasing | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | camera-effects | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | texture-mapping-advanced | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | webgl-pitfalls | — |
What ships with it
60 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.
- reference/ambient-occlusion.md 14 KB
- reference/analytic-ray-tracing.md 24 KB
- reference/anti-aliasing.md 2.9 KB
- reference/atmospheric-scattering.md 28 KB
- reference/camera-effects.md 3.0 KB
- reference/cellular-automata.md 27 KB
- reference/color-palette.md 20 KB
- reference/csg-boolean-operations.md 18 KB
- reference/domain-repetition.md 18 KB
- reference/domain-warping.md 17 KB
- reference/fluid-simulation.md 19 KB
- reference/fractal-rendering.md 18 KB
- reference/lighting-model.md 29 KB
- reference/matrix-transform.md 18 KB
- reference/multipass-buffer.md 25 KB
- reference/normal-estimation.md 17 KB
- reference/particle-system.md 28 KB
- reference/path-tracing-gi.md 28 KB
- reference/polar-uv-manipulation.md 23 KB
- reference/post-processing.md 24 KB
- reference/procedural-2d-pattern.md 16 KB
- reference/procedural-noise.md 22 KB
- reference/ray-marching.md 15 KB
- reference/sdf-2d.md 28 KB
- reference/sdf-3d.md 27 KB
- reference/sdf-tricks.md 2.6 KB
- reference/shadow-techniques.md 21 KB
- reference/simulation-physics.md 28 KB
- reference/sound-synthesis.md 24 KB
- reference/terrain-rendering.md 32 KB
- reference/texture-mapping-advanced.md 3.3 KB
- reference/texture-sampling.md 26 KB
- reference/volumetric-rendering.md 28 KB
- reference/voronoi-cellular-noise.md 18 KB
- reference/voxel-rendering.md 29 KB
- reference/water-ocean.md 20 KB
- reference/webgl-pitfalls.md 1.9 KB
- techniques/ambient-occlusion.md 11 KB
- techniques/analytic-ray-tracing.md 19 KB
- techniques/anti-aliasing.md 4.5 KB
- techniques/atmospheric-scattering.md 18 KB
- techniques/camera-effects.md 3.4 KB
- techniques/cellular-automata.md 19 KB
- techniques/color-palette.md 13 KB
- techniques/csg-boolean-operations.md 15 KB
- techniques/domain-repetition.md 9.7 KB
- techniques/domain-warping.md 13 KB
- techniques/fluid-simulation.md 46 KB
- techniques/fractal-rendering.md 13 KB
- techniques/lighting-model.md 17 KB
- techniques/matrix-transform.md 12 KB
- techniques/multipass-buffer.md 34 KB
- techniques/normal-estimation.md 9.1 KB
- techniques/particle-system.md 45 KB
- techniques/path-tracing-gi.md 22 KB
- techniques/polar-uv-manipulation.md 13 KB
- techniques/post-processing.md 30 KB
- techniques/procedural-2d-pattern.md 11 KB
- techniques/procedural-noise.md 17 KB
- techniques/ray-marching.md 14 KB
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.
- 8d ago First seen · 300 lines · 39 tokens per session scan A 7d3cc9d69da2
shader-dev is a skill published in the GitHub repository MiniMax-AI/skills (13,516 stars, last pushed 4mo ago), licensed MIT. It adds 39 tokens to every session and 4,389 once invoked, about $0.0002 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
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components 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).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.