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fd3d-shader-effects

Design bounded shader effects such as refractive lenses, distortion, iridescence and product reveals; use only after geometry, composition and basic materials…

Skill by KooshaPari

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/kooshapari-fd3d-shader-effects

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Design bounded shader effects such as refractive lenses, distortion, iridescence and product reveals; use only after geometry, composition and basic materials work.

Use cases: design, frontend, agent-building

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/fd3d-shader-effects

What's inside

Skill name
fd3d-shader-effects
Description
Design bounded shader effects such as refractive lenses, distortion, iridescence and product reveals; use only after geometry, composition and basic materials work.
License
MIT
Metadata
origin: original-kit-skill · version: 1.0
Instructions
22 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Effects must have a readable job

Write a one-sentence purpose: show tension, reveal a layer, communicate softness, or focus attention. Compare the plain material. Remove the shader if it obscures the product or makes text harder to read.

## Build steps
1. Prototype one effect on a simple mesh, with named uniforms and bounded ranges. Start with static output; then add user-controlled progress.
2. Track spaces explicitly: local, world, view, clip, tangent. Define color space for every input and tone mapping/output conversion exactly once.
3. Displacement that changes silhouette may require geometry bounds, shadows and normals to change; fragment-only distortion does not create physical geometry.
4. Declare whether glass is alpha blending, screen-space refraction, transmission or a fuller optical approximation. Screen-space effects cannot see offscreen or occluded content magically.
5. Budget transparent overdraw, render targets and passes. Multiple overlapping transmission objects can be much more expensive than a simple opaque mesh.
6. Test extensions/precision and shader compilation on the actual browser/renderer path. Do not mix WebGL shader snippets into a WebGPU/TSL graph without a translation plan.
7. Provide a plain material fallback and reduced-motion path. Expose progress to the same story controller; do not add a second clock hidden inside the shader.

## Gate
No unexplained NaNs, flashing or per-frame allocations. Text remains DOM text. A screenshot proves one frame, not correct behavior at every parameter extreme.

Sources: R08, R09. See `resources/MATERIALS-AND-EXPORT.md` for the explicit limits of this kit's tiny preview shader.

## Kit location
Kit root: `{{KIT_ROOT}}`. The sync script expands this token. In the canonical ZIP, resolve the root two directories above this skill folder. Paths mentioned above are relative to that root. Read only the referenced files needed for the task.

From KooshaPari/PhenoShared, MIT.

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Last commit (this folder)
Sep 27, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

Version
1.0
License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

fd3d-shader-effects skill. Agent Mart. https://agentmart.dev/skills/kooshapari-fd3d-shader-effects (last updated 2026-10-24)