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Found 94 Skills
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.
Generates Unity Search / Quick Search queries and opens the Unity Search window for read-only Unity Editor asset or scene-object lookup requests. Always use when the user asks to find, search, show, locate, filter, look up, query, or list concrete assets or scene objects in the current project or scene, even if Unity Search is not named. Covers materials, textures, prefabs, scenes, scripts, shaders, GameObjects, components, Lights, Cameras, UI objects, labels, paths, references, selected or named assets, and asset types. Also use when the user explicitly mentions Unity Search, Quick Search, Search window, open Search, or asks what Unity Search query to use. Do not use for general project overview, project structure, folder-purpose summaries, gameplay/system explanations, how-to programming questions, web search, repository text search, build logs, package installation, menu or settings search, modifying results, or non-Unity filesystem search unless the user explicitly asks to use Unity Search.
Lead workflow for developing vgpu features and Blender assets with the repository's subharness specialists. Use for agent-based research, API design, implementation, shaders, materials, simulations, or ImageGen-guided asset iteration, and when the human mentions the agent flow or subharness team.
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 framefields. Use when adding blur, grain, LUTs, relighting, curves, greenscreen color keying, subject cutouts, or tracking-driven effects in framefields compositions.
Verified 2026 implementation cookbook for Awwwards-grade front ends (474 recipes, type-checked and browser-audited). Covers motion and easing tokens, GSAP ScrollTrigger + Lenis choreography (pin, scrub, horizontal, stacked cards, SplitText), CSS scroll-driven animations, modern CSS (@starting-style, anchor positioning, @property, container queries), text effects and font pairing, hover/cursor/micro-interactions, view and route transitions, preloaders and menus, CSS/SVG/canvas backgrounds, WebGL shaders and Three.js/R3F, 21st.dev / Aceternity / Magic UI / React Bits components, OKLCH color, layout and hero composition, 30 aesthetic directions, performance and accessibility. Use when building, styling, animating or redesigning any website, landing page, portfolio or UI component, or when the user asks for an effect ("make it feel premium", "scroll animations", "smooth scroll", "parallax", "text reveal", "shader background", "page transition", "custom cursor", "bento", "marquee"), even if no library is named.
Author or edit Clayzo animation documents and interactive animated components with the typed authoring package. Use for motion design, product microinteractions, pointer behavior, loops, 2.5D camera work, glass, dithering, custom shaders, previewing, and revision-bound self-review.
Create videos with code (Canvas / HTML-CSS-SVG / WebGL shaders / Three.js / Remotion / HyperFrames / Manim + code-synthesized sound), rendered frame by frame with Playwright and FFmpeg. It asks what the user wants to create (an idea, source material such as an article, script, product page or codebase, or a reference video), proposes three distinct video plans with shot-by-shot visual summaries, renders a key-frame still or a few-second preview for each, and, after the user confirms one, writes the full brief and builds the finished MP4. Use it whenever someone wants Claude to create, animate or render a video, motion graphic, animated explainer, product promo, kinetic-typography piece, pixel-art or retro animation, or UI motion demo, or wants to recreate the look of a reference video in code—including requests such as “make a video,” “make a video with code,” “create an animation,” “make a promotional video,” “help me recreate this video,” or “Opus, make a video.” Also use it when the user has AI-generated character clips (green screen) and wants code-built scenes around them. Do not use it for generating footage with video models, editing in Premiere/CapCut/AE, or subtitling an existing video.
Create and debug Minecraft 26.x and 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders. Use for client-side visual or audio assets without gameplay code.
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'.
Writes, debugs, and art-directs procedural GLSL fragment shaders (Shadertoy mainImage, WebGL2 / GLSL ES 3.00): SDF raymarching, procedural buildings/cities, 2D distance-field graphics, noise / fBm / domain warping, terrain, ocean/coastal water optics, clouds and other volumes, PBR lighting, color and tonemapping. Ships a verified GLSL building-block library with a bundler and checker. Use when the user asks for a shader, Shadertoy, GLSL/.frag/.glsl code, a raymarcher, an SDF scene, a procedural texture or generative visual, or wants a shader fixed, optimized, ported or explained. Not for HLSL/Unity ShaderLab or non-graphics GPU compute.