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 rondorkerin/gamestack --skill shaders-and-vfxgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/shaders-and-vfx)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/shaders-and-vfx"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/shaders-and-vfx/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/rondorkerin/gamestack/shaders-and-vfx"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/shaders-and-vfx.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 | $0.00257 | $0.01228 |
| Opus 5 | $0.00129 | $0.00614 |
| Sonnet 5 | $0.00051 | $0.00246 |
| Haiku 4.5 | $0.00026 | $0.00123 |
Grade A, and why
shaders-and-vfx 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.
How it starts
The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shaders & VFX
How to author shader-driven materials and visual effects that are parametric, readable, and cheap — across any engine. A shader is a data-flow contract (each stage reads and writes specific things); a material is a bounded parameter surface a generator can vary safely; VFX is the rendering substrate for game-feel's feedback channels, and the single biggest fill-rate risk if left unbudgeted.
Tier: technical craft (→
gamestack-core). Engine-agnostic shading/VFX principles, the technical substrate for game-feel-and-juice's feedback channels.
When to use this
- Authoring shaders/materials as a parametric, generator-safe system (node-graph thinking, procedural texturing, baked vs. procedural)
- Building VFX — particles, trails, decals, distortion, dissolve/hit-flash/rim — and choosing the technique by its cost model
- Implementing a stylized look: toon/cel shading, outline rendering, flat shading for cheaper + more readable rendering
- Diagnosing shader compilation stutter, overdraw collapse, a particle storm, or procedurally-generated materials that read as samey
Scope
This skill owns shader, material, and particle technical implementation — what each shader stage reads/writes, how a material parameterizes, how each VFX primitive is built and what it costs. Adjacent concerns live in sibling skills:
- When/why/how-much feedback to fire, and the inverted-U budget ceiling →
game-feel-and-juice(this skill is its rendering substrate; cite up to it for "should it fire and how big") - Rendering pipeline (forward/deferred), lighting, GI, shadows, post-processing order, overall performance-budget framing →
3d-graphics-and-rendering(sibling, same tier — this skill lives inside its pipeline) - Visual readability, silhouette, signal-color language, art direction →
art-direction-and-readability(owns the language; this skill realizes it as technique) - The meshes/terrain these materials texture and outline →
procedural-geometry(sibling — its UV-less runtime geometry is why triplanar/vertex-color paths exist here)
What ships with it
2 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.
- 11d ago First seen · 42 lines · 257 tokens per session scan A 3e884c7cdabf
shaders-and-vfx is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 257 tokens to every session and 1,228 once invoked, about $0.0013 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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