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

Read pinned source

Source commit 5b93f3afca456dc1dd1da01661ea3825846f83a8

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
No
Repository scan complete
No
Skill scan complete
No
Observed behavior
Not checked yet
Last checked
Nov 8, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
1,016
Repository last updated
Nov 6, 2026
License
Apache-2.0

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# 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`.