Individual skill
shader-gen
AI shader generator for WebGL video effects, transitions, masks, and color grading (LUT / 调色 / 电影感 / film look). Use when the user wants a video effect (滤镜 / 特效), a transition (转场 / crossfade / wipe / cube / 3d), a mask (蒙版 / 遮罩 / reveal), a zoom / push-in (推近 / 推镜头), or a color grade — try the built-in effects (zoom, builtin LUTs) before generating a new shader.
codex/skills/shader-gen/SKILL.md
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SKILL.mdcore · 13,561 bytesSKILL.mdcore · 13,561 bytesSKILL.mdcore · 13,561 bytesSKILL.mdcore · 13,561 bytesSKILL.mdcore · 13,561 bytesSKILL.mdcore · 13,561 bytesexamples/cube-rotate.mddoc · 2,205 bytesexamples/door-open.mddoc · 4,222 bytesexamples/page-curl.mddoc · 4,158 bytesreferences/design-principles.mddoc · 12,553 bytesreferences/property-changes.mddoc · 4,544 bytes
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# Shader Generator
If `submit_shader` or `inspect_item` are not loaded yet, load them with `ToolSearch` before calling them, so you use their real parameters instead of guessing.
Submit-only: creates a backend generation job, returns `jobId`. Use the `track_progress` tool for job lifecycle after submission.
**Always use `generate.ts` for new shaders.** Manual authoring is only for editing existing asset code — never as a fallback when generation fails.
## Catalog-first rule — try existing assets before generation
Before generating a shader, call `browse_library` unless the user names an exact asset id that is already visible in `browse_assets`.
`browse_library` is the source of truth for built-in effects, built-in transitions, and project effect/transition assets. Built-ins are stable global asset ids, not per-project DB assets, so they may not appear in `browse_assets`.