Borrowing it
Nothing to install: this file belongs to tweakoz/orkid. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/tweakoz/orkid/develop/.claude/skills/orklev2-fxi/SKILL.mdgit clone --depth 1 https://github.com/tweakoz/orkidWrote 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/tweakoz/orkid/orklev2-fxi)<a href="https://agentmods.dev/skills/tweakoz/orkid/orklev2-fxi"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-fxi.svg" alt="Measured on agentmods" 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 | $0.00083 | $0.01650 |
| Opus 5 | $0.00042 | $0.00825 |
| Sonnet 5 | $0.00017 | $0.00330 |
| Haiku 4.5 | $0.00008 | $0.00165 |
Grade A, and why
orklev2-fxi 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 5d 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 — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Orkid FxInterface (FXI) Reference
When answering questions about shader parameter binding, FXI operations, or UBO/SSBO management in orkid, consult the files below. All under ork.lev2/.
Key Files
| Component | File |
|---|---|
| FXI Interface | inc/ork/lev2/gfx/fxi.h (lines 21–135) |
| Shader System Types | inc/ork/lev2/gfx/shadman.h |
| Vulkan FXI | src/gfx/vulkan/headers/vulkan_ctx.h (lines 462–582) |
| Python Shader Bindings | pyext/src/pyext_gfx_shader.cpp |
| Python Material Bindings | pyext/src/pyext_gfx_material.cpp |
FXI Interface (fxi.h:21–135)
Frame & Block Lifecycle
BeginFrame()/EndFrame()— frame boundariesBeginBlock(technique, RCID)→ int (pass count)EndBlock()— end technique blockCommitParams()— flush parameter changes to GPUreset()— reset state
Shader/Technique/Parameter Lookup
technique(shader, name)→FxShaderTechnique*parameter(shader, name)→FxShaderParam*uniformBlock(shader, name)→FxUniformBlock*samplerSet(shader, name)→fxsamplerset_constptr_tcomputeShader(shader, name)→FxComputeShader*storageBlock(shader, name)→fxparamstorageblock_constptr_tfindStorageMember(block, member_name)→fxbuffer_member_constptr_t
Scalar/Vector Parameter Binding
| Method | Type |
|---|---|
bindParamBool(param, bool) |
bool |
bindParamInt(param, int) |
int |
bindParamFloat(param, float) |
float |
bindParamU32(param, uint32_t) |
uint32 |
bindParamU64(param, uint64_t) |
uint64 |
bindParamVect2(param, fvec2) |
vec2 |
bindParamVect3(param, fvec3) |
vec3 |
bindParamVect4(param, fvec4) |
vec4 |
Array Parameter Binding
| Method | Type |
|---|---|
bindParamFloatArray(param, floats, count) |
float[] |
bindParamVect2Array(param, vecs, count) |
vec2[] |
bindParamVect3Array(param, vecs, count) |
vec3[] |
bindParamVect4Array(param, vecs, count) |
vec4[] |
Matrix Binding
| Method | Type |
|---|---|
bindParamMatrix(param, fmtx4) |
mat4 |
bindParamMatrix(param, fmtx3) |
mat3 |
bindParamMatrixArray(param, mats, count) |
mat4[] |
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.
- 5d ago First seen · 166 lines · 83 tokens per session scan A bc5a8507e655
orklev2-fxi is a skill published in the GitHub repository tweakoz/orkid (35 stars, last pushed 24d ago), licensed MIT. It adds 83 tokens to every session and 1,650 once invoked, about $0.0004 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 2026-09-01.
Other skills, from other repositories
luban-dev
Luban 游戏配置全栈工具,支持枚举/Bean/数据表的增删改查、代码生成、TEngine 集成。触发场景:(1) 编辑游戏配置数据(配置表/数据表/道具表/技能表/奖励表/活动表),(2) 新增/修改/删除配置表结构,(3) 定义枚举/Bean/字段,(4) 导表/生成配置代码,(5) 编写 luban.conf 或 Schema 定义,(6) Luban 类型系统/校验器问题。即使用户未明确说"Luban",只要是编辑游戏配置数据,也应使用此技能。.
html-to-ugui
HTML 原型转 Unity UGUI 智能 Prefab 生成管线。通过 AI 生成符合 UI-DSL 的 HTML,用 Playwright/浏览器烘焙 JSON v2 坐标、图片和适配意图,再导入 Unity 由 HtmlToUGUIBaker 生成可维护、多终端适配的 UGUI Prefab。触发场景:(1) 需要从自然语言生成 Unity UGUI 界面 (2) 需要从 HTML 原型烘焙 UGUI (3) UI 中包含图片并希望一键导入/绑定 Sprite (4) 需要 PC/mobile/pad 多终端适配 Prefab。.
metasounds
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
tengine-dev
TEngine Unity 游戏框架开发指导。触发词:TEngine, UIWindow, UIWidget, GameEvent, AddUIEvent, LoadAssetAsync, SetSprite, HybridCLR, YooAsset, Luban, GameModule, 热更, 资源加载, UI开发, 事件系统, 配置表.
et-unitybridge
UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.
et-eui
ET EUI client UI workflow for this project's cn.etetet.eui framework. Use when creating or modifying DlgXxx windows, ESxxx reusable sub-UI, ItemXxx loop items, AUIEvent handlers, WindowID registration, widget binding (E via UIFindHelper), ShowWindow/Hide/Close flow, EUI root layers, or LoopScrollRect lists.…