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-fxpipeline/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-fxpipeline)<a href="https://agentmods.dev/skills/tweakoz/orkid/orklev2-fxpipeline"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-fxpipeline/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/tweakoz/orkid/orklev2-fxpipeline"><img src="https://agentmods.dev/badge/skills/tweakoz/orkid/orklev2-fxpipeline.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 | $0.00073 | $0.03774 |
| Opus 5 | $0.00036 | $0.01887 |
| Sonnet 5 | $0.00015 | $0.00755 |
| Haiku 4.5 | $0.00007 | $0.00377 |
Grade A, and why
orklev2-fxpipeline 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 7d 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 — 272 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Orkid FxPipeline System Reference
When answering questions about FxPipeline, render context, or shader parameter binding in orkid, consult the files below. All under ork.lev2/.
Key Files
| Component | File |
|---|---|
| FxPipeline / Cache / Permutation | inc/ork/lev2/gfx/fx_pipeline.h |
| FxPipeline Implementation | src/gfx/fx_pipeline.cpp |
| Shader System | inc/ork/lev2/gfx/shadman.h |
| Render Context (RCID/RCFD) | inc/ork/lev2/gfx/renderer/rendercontext.h |
| GfxMaterial Base | inc/ork/lev2/gfx/gfxmaterial.h |
| PBR Pipeline Creation | src/gfx/material/material_pbr_pipeline.cpp |
| Python Material Bindings | pyext/src/pyext_gfx_material.cpp |
| Python Shader Bindings | pyext/src/pyext_gfx_shader.cpp |
| Type Definitions | inc/ork/lev2/lev2_types.h |
Architecture Overview
GfxMaterial
└─ pipelineCache() → FxPipelineCache
└─ findPipeline(permutation) → FxPipeline
├─ _technique → FxShaderTechnique
├─ _params → { FxShaderParam* : varval_t }
├─ _uniformbuffers → { FxUniformBlock* : varval_t }
├─ _storages → { FxShaderStorageBlock* : varval_t }
└─ _statelambdas → [ (RCID) → void ]
Core Data Structures
FxPipelinePermutation (fx_pipeline.h:38–59)
Encodes rendering configuration as a 64-bit hash (genIndex(), fx_pipeline.cpp:21–39):
| Flag | Bit | Description |
|---|---|---|
_stereo |
1 | Single-pass stereo |
_instanced |
2 | Instance rendering |
_skinned |
3 | Skeletal animation |
_is_picking |
4 | Picking/selection mode |
_has_vtxcolors |
5 | Per-vertex colors |
_is_alpha |
6 | Alpha-blend variant |
_is_vertex_ssbo |
7 | SSBO-sourced vertices → FWD_SSBO_CUSTOM variant |
_instanced_matrices_only |
8 | Instanced from a matrices-only dynamic block (no per-inst color) |
_is_impostor |
9 | LOD impostor: billboard VS + atlas-sampling surface → FWD_SSBO_CUSTOM_IMPOSTOR |
_is_mesh_shader |
10 | Geometry generated by a mesh stage → FWD_SSBO_CUSTOM_MESH variant |
_is_sun_cookie |
11 | Cloud-shadow fill pass → alpha-only FWD_SUNCOOKIE variant |
_rendering_model |
16+ | CRC hash (e.g., "FORWARD_PBR"_crcu) |
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.
- 7d ago First seen · 272 lines · 73 tokens per session scan A d686e3001cae
orklev2-fxpipeline is a skill published in the GitHub repository tweakoz/orkid (35 stars, last pushed 27d ago), licensed MIT. It adds 73 tokens to every session and 3,774 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
html-to-ugui
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
luban-dev
A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.
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
A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.
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.…