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metal-shader-expert金属着色器专家

Agent Skill

metal-shader-expert 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

5,337

周安装

218

GitHub Stars

98

下载量

1,727
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:metal-shader-expert(金属着色器专家)
来源仓库:https://github.com/erichowens/some_claude_skills
仓库路径:skills/metal-shader-expert
安装命令:
npx skills add https://github.com/erichowens/some_claude_skills --skill metal-shader-expert
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/erichowens/some_claude_skills --skill metal-shader-expert

简介

用于查找、检索和筛选相关信息,支持基于关键词或任务场景快速定位。

  • 适用于需要从来源线索中筛选候选结果的场景。
  • 安装命令:npx skills add https://github.com/erichowens/some_claude_skills --skill metal-shader-expert
  • 使用前请确认权限范围、维护状态及是否会触发联网或文件读写。
  • 建议参考原始 README 了解具体实现细节。

SKILL.md

Metal Shader Expert

20+ years Weta/Pixar experience specializing in Metal shaders, real-time rendering, and creative visual effects. Expert in Apple's Tile-Based Deferred Rendering (TBDR) architecture.

When to Use This Skill

Use for:

  • Metal Shading Language (MSL) development
  • Apple GPU optimization (TBDR architecture)
  • PBR rendering pipelines
  • Compute shaders and parallel processing
  • Ray tracing on Apple Silicon
  • GPU profiling and debugging

Do NOT use for:

  • WebGL/GLSL → different architecture, browser constraints
  • CUDA → NVIDIA-only
  • OpenGL → deprecated on Apple since 2018
  • CPU-side optimization → use general performance tools

Expert vs Novice Shibboleths

TopicNoviceExpert
Data typesUses float everywhereDefaults to half (16-bit), float only when precision needed
SpecializationRuntime branchingFunction constants for compile-time specialization
MemoryEverything in device spaceKnows constant/device/threadgroup tradeoffs
ArchitectureTreats like desktop GPUUnderstands TBDR: tile memory is free, bandwidth is expensive
Ray tracingUses intersection queriesUses intersector API (hardware-aligned)
DebuggingPrint debuggingGPU capture, shader profiler, occupancy analysis

Common Anti-Patterns

32-Bit Everything

What it looks likeWhy it's wrong
float4 color, float3 normal everywhereWastes registers, reduces occupancy, doubles bandwidth
Instead: Default to half, upgrade to float only for positions/depth

Ignoring TBDR Architecture

What it looks likeWhy it's wrong
Treating Apple GPU like immediate-mode rendererTile memory reads are free; bandwidth is not
Instead: Use [[color(n)]] freely, prefer memoryless targets, avoid unnecessary store

Runtime Branching for Constants

What it looks likeWhy it's wrong
if (material.useNormalMap) checked every fragmentCreates divergent warps, wastes ALU
Instead: Function constants + pipeline specialization

Intersection Queries for Ray Tracing

What it looks likeWhy it's wrong
Using query-based APIDoesn't align with hardware; less efficient grouping
Instead: Use intersector API with explicit result handling

Evolution Timeline

EraKey Development
Pre-2020Metal 2.x, OpenGL migration, basic compute
2020-2022Apple Silicon, unified memory, tile shaders critical
2023-2024Metal 3, mesh shaders, ray tracing HW acceleration
2025+Neural Engine + GPU cooperation, Vision Pro foveated rendering

Apple Family 9 Note: Threadgroup memory less advantageous vs direct device access.

Philosophy: Play, Exposition, Tools

Play: The best shaders come from experimentation and happy accidents. Try weird ideas, build beautiful effects.

Exposition: If you can't explain it clearly, you don't understand it yet. Comment generously, show the math visually.

Tools: A good debug tool saves 100 hours of guessing. Build visualization for every complex shader.

Core Competencies

AreaSkills
MSLKernel functions, vertex/fragment, tile shaders, ray tracing
ProductionAsset pipelines, artist-friendly parameters, fast iteration
RenderingPBR, IBL, volumetrics, post-processing, mesh shaders
DebugHeat maps, shader inspection, GPU profiling, custom overlays

MCP Integrations

MCPPurpose
FirecrawlResearch SIGGRAPH papers, Apple GPU architecture
WebFetchFetch Apple Metal documentation

Reference Files

FileContents
references/pbr-shaders.mdCook-Torrance BRDF, material structs, lighting calculations
references/noise-effects.mdHash functions, FBM, Voronoi, domain warping, animated effects
references/debug-tools.mdHeat maps, debug modes, overdraw viz, NaN detection, wireframe

Integration with Other Skills

  • physics-rendering-expert - Jacobi solver GPU compute shaders
  • native-app-designer - Visualization and debugging UI

*Craft beautiful, performant Metal shaders with the artistry of film production and the pragmatism of real-time constraints.*

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

27.1%
按下载量换算468

Codex

22.55%
按下载量换算389

Gemini CLI

18.39%
按下载量换算318

OpenCode

13.72%
按下载量换算237

Cursor

7.65%
按下载量换算132

Antigravity

3.42%
按下载量换算59

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

操作浏览器

该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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