shader-effects_skill

This skill helps you add polished visual shader effects such as glow, bloom, vignettes, and chromatic aberration to enhance rendering.
  • JavaScript

6

GitHub Stars

2

Bundled Files

2 months ago

Catalog Refreshed

4 months ago

First Indexed

Readme & install

Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.

Installation

Preview and clipboard use veilstrat where the catalogue uses aiagentskills.

npx veilstrat add skill bbeierle12/skill-mcp-claude --skill shader-effects

  • _meta.json345 B
  • SKILL.md10.2 KB

Overview

This skill provides a collection of visual shader effects for JavaScript/GLSL workflows, including glow/bloom, chromatic aberration, distortion, vignette, film grain, scanlines, glitch, dissolve, outline, and fresnel. It bundles compact, reusable snippets and patterns for post-processing and stylized rendering. Use it to add polish, atmosphere, or retro/technical flair to real-time shaders and post-process pipelines.

How this skill works

Each effect is implemented as a small GLSL function or pattern that either modifies UVs, samples a texture with offsets, or blends color values. Effects are designed to be composed in a recommended order: distort UVs first, then color grading, then screen-space treatments (vignette, bloom), and film grain or dithering last. The code favors separable/constrained sampling (e.g., separable gaussian blur, cheap bloom kernels) to keep performance predictable for real-time use.

When to use it

  • Add subtle bloom/glow to bright elements or emissive materials.
  • Create retro or CRT looks with scanlines, grain, and chromatic aberration.
  • Apply distortion effects (ripple, heat haze, barrel) for environmental or UI feedback.
  • Use dissolve and glitch for transitions, VFX, or damage states.
  • Add outlines or fresnel rim light for stylized silhouettes and readability.

Best practices

  • Apply UV distortions before texture sampling to keep downstream effects consistent.
  • Keep expensive sampling (large kernels, many taps) optional and controllable by quality presets.
  • Use separable blur passes for bloom to reduce sample cost.
  • Blend procedural noise/grain with low intensity and temporal animation to avoid distracting flicker.
  • Order effects intentionally: distortion → color adjustments → chromatic splits → vignette → grain/dither.

Example use cases

  • Cyberpunk HUD: chromatic aberration, scanlines, subtle bloom, and animated glitch blocks for data corruption effects.
  • Character stylization: fresnel rim lighting plus SDF-based outlines for crisp silhouettes in toon shading.
  • Retro film look: color remap, posterize, film grain, CRT scanlines, and slight vignette.
  • Environmental heat: heat haze and ripple combined with color grading and screened film grain.
  • Transition VFX: dissolve with edge glow and animated noise for material disintegration.

FAQ

Yes, but sample counts and shader complexity must be tuned. Use lower-radius blur, fewer bloom samples, and toggle heavy effects off on low-end devices.

How should I combine multiple effects without artifacts?

Modify UVs first, then perform any multi-sample operations once per frame. Keep color space consistent and apply grain/dither as the final step to reduce banding.

Can I animate parameters safely?

Yes. Animate time-driven parameters (noise, glitch, ripple) at modest amplitudes and avoid very high-frequency changes to prevent aliasing and discomfort.

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shader-effects skill by bbeierle12/skill-mcp-claude | VeilStrat