| name | shadowdusk |
| description | Cross-platform HLSL shader compiler for MonoGame/KNI/FNA — avoids the Windows/Wine requirement. Triggers: ShadowDusk, mgfxc replacement, compiling .fx on macOS/Linux, ShadowDusk.Compiler, ShadowDuskCLI. |
ShadowDusk
Compiles .fx HLSL into .mgfx (MonoGame/KNI) or .fxb (FNA) on any OS — no DirectX SDK, no Wine. Docs: https://kaltinril.github.io/ShadowDusk/
Two forms: ShadowDusk.Compiler (NuGet, in-memory EffectCompiler.CompileAsync(hlslSource, options) — use this for build-time embedding of engine-shipped shaders) and ShadowDuskCLI (drop-in mgfxc replacement for existing content-pipeline builds).
Gotcha: Metal (macOS/iOS) isn't implemented yet — Metal targets still need the traditional Windows/Wine path (see shaders skill). Output is behaviorally equivalent to mgfxc, not byte-identical — don't diff bytecode across compilers in a test.