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Found 57 Skills
Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality fallbacks. Use for blurry WebGL output, 2x rendering, high-resolution previews, and display-density changes.
Unity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.
Addon screen-space post-processing for three.js using EffectComposer, Pass base class, RenderPass, and stock passes such as UnrealBloomPass, SSAOPass, SSRPass, BokehPass, OutlinePass, FXAAPass/SMAAPass, TAARenderPass, and ShaderPass; references the Shaders addon group for underlying shader modules; contrasts with core PostProcessing class used in node/WebGPU stacks (see threejs-node-tsl and threejs-renderers). Use when building composer chains—not for basic renderer tone mapping alone (threejs-renderers).
Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
Authoritative reference and rules for developing for Obsidian — building TypeScript plugins (Plugin lifecycle, manifest.json, commands, settings, modals, views, ribbon/status bar), the Vault and Editor APIs, the event system, Markdown post-processing & code-block processors, CodeMirror 6 editor extensions, building CSS themes (CSS variables, theme.css/manifest), and submitting plugins/themes to the community directory. Use whenever the user asks to build, debug, or review an Obsidian plugin or theme, work with the Obsidian API (Vault/Editor/Workspace/Plugin), register commands/views/events, process Markdown, or release/submit to the Obsidian community.
Building worlds with code - parts, models and pivots, materials, Lighting (LightingStyle, Atmosphere, post-processing), day/night, Terrain API, in-game CSG and destruction (GeometryService Subtract/Union/Fragment), ProceduralModel, EditableMesh/EditableImage, particles/beams/trails/highlights. Use when creating maps, environments, lighting, destructible objects, procedural levels, or visual effects.
Use when writing, debugging, or reviewing shaders for the web — GLSL or WGSL, raw WebGL2/WebGPU, Three.js (ShaderMaterial/RawShaderMaterial/TSL), or React Three Fiber. Covers the language/platform matrix, correct boilerplate, common effects (SDF/raymarching, noise, post-processing), and the pitfalls that make browser shaders fail silently.
Apply, configure, and modulate WebGPU post-processing shaders, cinematic color grading, tone mapping, procedural VFX, and on-device vision (object tracking, instance segmentation, pose, person mattes) in gitframes. Use when adding blur, grain, LUTs, relighting, curves, greenscreen color keying, subject cutouts, or tracking-driven effects in gitframes compositions.
Plans, executes, and troubleshoots Unity projects moving from the Built-in Render Pipeline (BiRP/BIRP/Built-in RP) to the Universal Render Pipeline (URP). Use when the user asks to upgrade, convert, switch, or migrate a project, scene, material, or shader to URP/Universal Render Pipeline; fix pink or magenta materials after URP; convert Built-in materials/shaders; move a 2D project to URP 2D; review lighting, quality, post-processing, baked lightmaps, or reflection probes after URP; or diagnose visual problems after a render-pipeline migration.
Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.
CLI-based image generation from text prompts using Google Gemini APIs via Python. Use when user needs "generate image", "create image with AI", "gemini image", "text to image", "create sprite", or "generate character art". Supports model selection, batch generation, watermark removal, and background transparency. Do NOT use for web app image features (use nano-banana-builder), video/audio generation, or non-Gemini models.
Break down article content into Xiaohongshu-style series of images. Support generating cover images, content images, and ending images from URLs, files, or text, automatically create prompts and call image generation tools.