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shaders-and-vfx

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Mis à jour30 juin 2026 à 20:57

Use when authoring shaders/materials or building visual effects in ANY engine — the shader model (vertex/fragment/compute, what each reads and writes), node-graph material thinking, procedural texturing (noise, SDFs, triplanar, vertex-color/splat masks) vs. baked textures, the VFX toolkit (CPU vs GPU particles, trails/ribbons, decals, distortion/refraction, dissolve/hit-flash/rim effects), stylized rendering (toon/cel shading, outline rendering via inverted hull or post-process edge detection), and VFX performance. Also use to diagnose shader compilation stutter, overdraw/fill-rate collapse, an unreadable "particle storm", or generated materials that all look the same. Triggers on "shader", "material", "shader graph", "procedural texture", "noise", "SDF", "triplanar", "particles", "VFX", "visual effects", "trail", "decal", "distortion", "dissolve", "hit flash", "rim light", "fresnel", "toon shader", "cel shading", "outline", "stylized rendering", "shader stutter", "overdraw", "particle storm", "fill rate".

Installation

Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.

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