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shader-techniques skill

/skills/shader-techniques

This skill helps you implement advanced shader techniques, optimize rendering, and craft effects for high-performance, visually stunning game graphics.

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SKILL.md
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---
name: shader-techniques
version: "2.0.0"
description: |
  Advanced shader programming, visual effects, custom materials,
  and rendering optimization for stunning game graphics.
sasmp_version: "1.3.0"
bonded_agent: 03-graphics-rendering
bond_type: PRIMARY_BOND

parameters:
  - name: shader_type
    type: string
    required: false
    validation:
      enum: [surface, unlit, post_process, compute, particle]
  - name: platform
    type: string
    required: false
    validation:
      enum: [pc, console, mobile, vr]

retry_policy:
  enabled: true
  max_attempts: 3
  backoff: exponential

observability:
  log_events: [start, complete, error, compile]
  metrics: [shader_variants, compile_time, gpu_time_ms]
---

# Shader Techniques

## Shader Pipeline Overview

```
┌─────────────────────────────────────────────────────────────┐
│                    RENDERING PIPELINE                        │
├─────────────────────────────────────────────────────────────┤
│  CPU (Game Logic)                                            │
│       ↓                                                      │
│  VERTEX SHADER                                               │
│  ├─ Transform vertices to clip space                        │
│  ├─ Calculate normals, tangents                             │
│  └─ Pass data to fragment shader                            │
│       ↓                                                      │
│  RASTERIZATION (Fixed function)                              │
│  ├─ Triangle setup                                          │
│  ├─ Pixel coverage                                          │
│  └─ Interpolation                                           │
│       ↓                                                      │
│  FRAGMENT/PIXEL SHADER                                       │
│  ├─ Sample textures                                         │
│  ├─ Calculate lighting                                      │
│  └─ Output final color                                      │
│       ↓                                                      │
│  OUTPUT (Framebuffer)                                        │
└─────────────────────────────────────────────────────────────┘
```

## Basic Shader Structure

```hlsl
// ✅ Production-Ready: Basic Surface Shader (Unity HLSL)
Shader "Custom/BasicSurface"
{
    Properties
    {
        _MainTex ("Albedo", 2D) = "white" {}
        _Color ("Color Tint", Color) = (1,1,1,1)
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _Smoothness ("Smoothness", Range(0,1)) = 0.5
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _NormalStrength ("Normal Strength", Range(0,2)) = 1.0
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry" }
        LOD 200

        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0

        sampler2D _MainTex;
        sampler2D _NormalMap;
        half4 _Color;
        half _Metallic;
        half _Smoothness;
        half _NormalStrength;

        struct Input
        {
            float2 uv_MainTex;
            float2 uv_NormalMap;
        };

        void surf(Input IN, inout SurfaceOutputStandard o)
        {
            // Albedo
            half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;

            // Normal mapping
            half3 normal = UnpackNormal(tex2D(_NormalMap, IN.uv_NormalMap));
            normal.xy *= _NormalStrength;
            o.Normal = normalize(normal);

            // PBR properties
            o.Metallic = _Metallic;
            o.Smoothness = _Smoothness;
            o.Alpha = c.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
```

## Advanced Effects

### Toon/Cel Shading

```hlsl
// ✅ Production-Ready: Toon Shader
Shader "Custom/Toon"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
        _RampTex ("Ramp Texture", 2D) = "white" {}
        _OutlineColor ("Outline Color", Color) = (0,0,0,1)
        _OutlineWidth ("Outline Width", Range(0, 0.1)) = 0.02
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }

        // Outline Pass
        Pass
        {
            Cull Front

            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
            };

            float _OutlineWidth;
            float4 _OutlineColor;

            v2f vert(appdata v)
            {
                v2f o;
                // Expand vertices along normals
                float3 scaled = v.vertex.xyz + v.normal * _OutlineWidth;
                o.pos = UnityObjectToClipPos(float4(scaled, 1.0));
                return o;
            }

            half4 frag(v2f i) : SV_Target
            {
                return _OutlineColor;
            }
            ENDCG
        }

        // Main Toon Pass
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            sampler2D _MainTex;
            sampler2D _RampTex;
            float4 _Color;

            struct appdata
            {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
                float3 worldNormal : TEXCOORD1;
            };

            v2f vert(appdata v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                o.worldNormal = UnityObjectToWorldNormal(v.normal);
                return o;
            }

            half4 frag(v2f i) : SV_Target
            {
                // Sample albedo
                half4 col = tex2D(_MainTex, i.uv) * _Color;

                // Calculate diffuse with ramp
                float3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
                float NdotL = dot(i.worldNormal, lightDir) * 0.5 + 0.5;
                float3 ramp = tex2D(_RampTex, float2(NdotL, 0.5)).rgb;

                col.rgb *= ramp;
                return col;
            }
            ENDCG
        }
    }
}
```

### Dissolve Effect

```hlsl
// ✅ Production-Ready: Dissolve Shader
Shader "Custom/Dissolve"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _NoiseTex ("Noise Texture", 2D) = "white" {}
        _DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
        _EdgeColor ("Edge Color", Color) = (1, 0.5, 0, 1)
        _EdgeWidth ("Edge Width", Range(0, 0.2)) = 0.05
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            sampler2D _MainTex;
            sampler2D _NoiseTex;
            float _DissolveAmount;
            float4 _EdgeColor;
            float _EdgeWidth;

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(appdata_base v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                o.uv = v.texcoord;
                return o;
            }

            half4 frag(v2f i) : SV_Target
            {
                half4 col = tex2D(_MainTex, i.uv);
                float noise = tex2D(_NoiseTex, i.uv).r;

                // Discard dissolved pixels
                clip(noise - _DissolveAmount);

                // Add edge glow
                float edge = 1 - smoothstep(0, _EdgeWidth, noise - _DissolveAmount);
                col.rgb = lerp(col.rgb, _EdgeColor.rgb, edge);

                return col;
            }
            ENDCG
        }
    }
}
```

## Post-Processing Effects

```hlsl
// ✅ Production-Ready: Screen-Space Vignette
Shader "PostProcess/Vignette"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Intensity ("Intensity", Range(0, 1)) = 0.5
        _Smoothness ("Smoothness", Range(0.01, 1)) = 0.5
    }

    SubShader
    {
        Pass
        {
            CGPROGRAM
            #pragma vertex vert_img
            #pragma fragment frag

            sampler2D _MainTex;
            float _Intensity;
            float _Smoothness;

            half4 frag(v2f_img i) : SV_Target
            {
                half4 col = tex2D(_MainTex, i.uv);

                // Calculate vignette
                float2 center = i.uv - 0.5;
                float dist = length(center);
                float vignette = smoothstep(0.5, 0.5 - _Smoothness, dist);
                vignette = lerp(1, vignette, _Intensity);

                col.rgb *= vignette;
                return col;
            }
            ENDCG
        }
    }
}
```

## Shader Optimization

```
OPTIMIZATION TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│  PRECISION:                                                  │
│  • Use half instead of float where possible                 │
│  • Mobile: Always prefer half/fixed                         │
│  • PC: float for positions, half for colors                │
├─────────────────────────────────────────────────────────────┤
│  TEXTURE SAMPLING:                                           │
│  • Minimize texture samples                                 │
│  • Use texture atlases                                      │
│  • Avoid dependent texture reads                            │
│  • Use lower mipmap for distant objects                     │
├─────────────────────────────────────────────────────────────┤
│  MATH OPERATIONS:                                            │
│  • Replace div with mul (x/2 → x*0.5)                       │
│  • Use MAD operations (a*b+c)                               │
│  • Avoid branching in fragment shaders                      │
│  • Pre-compute constants                                    │
├─────────────────────────────────────────────────────────────┤
│  VARIANTS:                                                   │
│  • Minimize shader keywords                                 │
│  • Use multi_compile_local                                  │
│  • Strip unused variants                                    │
└─────────────────────────────────────────────────────────────┘

COST COMPARISON (Relative):
┌─────────────────────────────────────────────────────────────┐
│  Operation          │ Cost  │ Notes                         │
├─────────────────────┼───────┼───────────────────────────────┤
│  Add/Multiply       │ 1x    │ Baseline                      │
│  Divide             │ 4x    │ Avoid in loops                │
│  Sqrt               │ 4x    │ Use rsqrt when possible       │
│  Sin/Cos            │ 8x    │ Use lookup tables on mobile   │
│  Texture Sample     │ 4-8x  │ Varies by hardware            │
│  Pow                │ 8x    │ Use exp2(x*log2(y))          │
│  Normalize          │ 4x    │ Pre-normalize in vertex      │
└─────────────────────┴───────┴───────────────────────────────┘
```

## 🔧 Troubleshooting

```
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader not compiling                               │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Check for syntax errors (missing semicolons)              │
│ → Verify all variables are declared                         │
│ → Check target platform compatibility                       │
│ → Look for mismatched semantics                             │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Pink/magenta material                              │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Shader failed to compile - check console                  │
│ → Missing shader on target platform                         │
│ → Add fallback shader                                       │
│ → Check render pipeline compatibility                       │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader too slow                                    │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Profile with GPU debugger (RenderDoc)                     │
│ → Reduce texture samples                                    │
│ → Use lower precision                                       │
│ → Simplify math operations                                  │
│ → Move calculations to vertex shader                        │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many shader variants                           │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Use shader_feature instead of multi_compile               │
│ → Strip unused variants in build settings                   │
│ → Combine keywords where possible                           │
│ → Use material property blocks                              │
└─────────────────────────────────────────────────────────────┘
```

## Shader Languages by Engine

| Engine | Language | Notes |
|--------|----------|-------|
| Unity URP/HDRP | HLSL + ShaderGraph | Visual + code |
| Unity Built-in | CG/HLSL | Legacy surface shaders |
| Unreal | HLSL + Material Editor | Node-based preferred |
| Godot | Godot Shading Language | Similar to GLSL |
| OpenGL | GLSL | Cross-platform |
| DirectX | HLSL | Windows/Xbox |
| Vulkan | SPIR-V (from GLSL) | Low-level |

---

**Use this skill**: When creating custom visuals, optimizing rendering, or implementing advanced effects.

Overview

This skill covers advanced shader programming for games: creating custom materials, visual effects, post-processing, and rendering optimization. It provides practical patterns for common engines (Unity, Unreal, Godot, OpenGL/Vulkan) and production-ready shader examples like PBR surface, toon, dissolve, and vignette. The goal is to help developers deliver high-quality visuals while keeping performance predictable.

How this skill works

The skill explains the rendering pipeline from vertex processing through rasterization to fragment shading and framebuffer output, and shows where to place computations for efficiency. It includes concrete shader examples (HLSL/CG) and post-processing passes, plus optimization guidance such as precision choice, texture sampling strategies, and variant management. Troubleshooting tips and engine-language mappings help adapt techniques to specific platforms.

When to use it

  • Implement custom surface materials or character shading
  • Create stylized effects such as toon/cel shading or dissolve transitions
  • Add screen-space post-processing (vignette, color grading)
  • Profile and optimize shaders for mobile or console targets
  • Reduce shader variant count and compile-time bloat

Best practices

  • Prefer half precision on mobile; use float for positions on PC and half for colors
  • Minimize texture samples and use atlases or lower mip levels for distant objects
  • Move expensive math to the vertex stage and precompute constants where possible
  • Replace divides with multiplications, prefer MAD ops, avoid branching in fragment shaders
  • Limit shader keywords and strip unused variants; use shader_feature or multi_compile_local appropriately

Example use cases

  • Production-ready PBR surface shader with albedo, normal mapping, metallic/smoothness controls
  • Toon shader with ramp texture and separate outline pass for stylized visuals
  • Dissolve effect using noise texture, clip() for holes, and edge glow blending
  • Screen-space vignette post-process as a full-screen pass for mood and framing
  • Optimization pass: convert a slow fragment implementation to a vertex-skinned, lower-precision variant for mobile

FAQ

Why is my material pink/magenta?

Pink indicates a shader compile failure or unsupported shader on the target; check the console, add a fallback, and verify pipeline compatibility.

How do I debug slow shaders?

Profile with GPU tools (RenderDoc, vendor profilers), reduce texture samples, lower precision, simplify math, and move work to the vertex shader when feasible.