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 playcanvas/create-playcanvas --skill override-shader-chunksgit clone --depth 1 https://github.com/playcanvas/create-playcanvasWrote 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/playcanvas/create-playcanvas/override-shader-chunks)<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/override-shader-chunks"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/override-shader-chunks/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/playcanvas/create-playcanvas/override-shader-chunks"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/override-shader-chunks.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 | $0.00044 | $0.00721 |
| Opus 5 | $0.00022 | $0.00360 |
| Sonnet 5 | $0.00009 | $0.00144 |
| Haiku 4.5 | $0.00004 | $0.00072 |
Grade A, and why
override-shader-chunks 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 11d 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:
- override-shader-chunks — 100% identical, 8 lines differ
How it starts
The opening of the file, as written. The whole thing — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Override shading through chunks
A StandardMaterial's shader is assembled from named chunks (lighting, combine, transform, and
more). Overriding one keeps the rest of the pipeline — fog, tonemapping, shadows, skinning,
instancing — intact. Reach for a fully custom ShaderMaterial only when the look needs a stage the
chunk system does not expose at all (its own vertex/fragment pair and attribute layout); a chunk
override is the default for everything else, since it is cheaper and stays integrated.
Pin the version, read the source
Set material.shaderChunksVersion to the installed engine's major.minor (for example '2.21')
before shipping any override. Chunk names and their contracts — what a chunk defines, what globals
it reads or writes — are version-keyed and change between releases. Read the installed playcanvas
source for the exact chunk being touched; do not recall its contract from memory or an older
version's documentation.
Set chunks through the documented accessor
Use material.getShaderChunks(SHADERLANGUAGE_GLSL).set(name, source), and the WGSL equivalent —
the public, documented method — not the underlying shaderChunks maps, which are internal. Call
material.update() after any change so cached shader variants are cleared.
Emissive-only overrides
An emissivePS override implements void getEmission(), writing the result into dEmission. When
the override is meant to fully drive the visible color, zero the material's diffuse/specular and
disable useSkybox so no other lighting term still contributes underneath it.
Uniforms are raw
setParameter uploads exactly what it is given, with no color-space conversion. Convert any
authored sRGB color with Color#linear() before calling setParameter; an sRGB color passed
straight through renders visibly darker and less saturated than it was authored.
Keep vertex chunks instancing-aware
A custom transformCoreVS (or any vertex chunk reading the model matrix) must keep the engine's
INSTANCING define path — pulling the per-instance matrix under that define — with a
non-instanced fallback that uses matrix_model directly, matching the stock chunk's structure.
Dropping this path silently breaks instancing for any mesh instance using the material.
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.
- 11d ago First seen · 60 lines · 44 tokens per session scan A f34f489232ff
override-shader-chunks is a skill published in the GitHub repository playcanvas/create-playcanvas (53 stars, last pushed yesterday), licensed MIT. It adds 44 tokens to every session and 721 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.
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