MCPInstall

graphics-rendering

3D graphics, shaders, VFX, lighting, rendering optimization. Create stunning visuals with production-ready techniques.

Installs
102
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill graphics-rendering
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads graphics-rendering automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Graphics & Rendering

Rendering Pipeline

┌─────────────────────────────────────────────────────────────┐
│                    RENDERING PIPELINE                        │
├─────────────────────────────────────────────────────────────┤
│  VERTEX STAGE:                                               │
│  Model Space → World Space → View Space → Clip Space        │
│                              ↓                               │
│  RASTERIZATION: Triangles → Fragments                       │
│                              ↓                               │
│  FRAGMENT STAGE: Color, Lighting, Texturing                 │
│                              ↓                               │
│  OUTPUT: Final pixel color to framebuffer                   │
└─────────────────────────────────────────────────────────────┘

Shader Programming

Standard PBR Shader (HLSL)

// ✅ Production-Ready: PBR Surface Shader
struct SurfaceData
{
    float3 Albedo;
    float3 Normal;
    float Metallic;
    float Roughness;
    float AO;
};

float3 FresnelSchlick(float cosTheta, float3 F0)
{
    return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}

float DistributionGGX(float3 N, float3 H, float roughness)
{
    float a = roughness * roughness;
    float a2 = a * a;
    float NdotH = max(dot(N, H), 0.0);
    float NdotH2 = NdotH * NdotH;

    float denom = (NdotH2 * (a2 - 1.0) + 1.0);
    return a2 / (PI * denom * denom);
}

float4 PBRLighting(SurfaceData surface, float3 viewDir, float3 lightDir)
{
    float3 H = normalize(viewDir + lightDir);
    float3 F0 = lerp(0.04, surface.Albedo, surface.Metallic);

    float D = DistributionGGX(surface.Normal, H, surface.Roughness);
    float3 F = FresnelSchlick(max(dot(H, viewDir), 0.0), F0);

    float3 diffuse = surface.Albedo * (1.0 - surface.Metallic);
    float3 specular = D * F;

    return float4((diffuse + specular) * surface.AO, 1.0);
}

Toon/Cel Shader

// ✅ Production-Ready: Toon Shader
float4 ToonShading(float3 normal, float3 lightDir, float4 baseColor)
{
    float NdotL = dot(normal, lightDir);

    // Step function for cel shading
    float toonRamp;
    if (NdotL > 0.7) toonRamp = 1.0;
    else if (NdotL > 0.3) toonRamp = 0.6;
    else if (NdotL > 0.0) toonRamp = 0.3;
    else toonRamp = 0.1;

    return baseColor * toonRamp;
}

// Outline pass (inverted hull method)
float4 OutlineVertex(float4 position, float3 normal, float outlineWidth)
{
    position.xyz += normal * outlineWidth;
    return position;
}

Visual Effects (VFX)

Particle System Setup

PARTICLE SYSTEM ARCHITECTURE:
┌─────────────────────────────────────────────────────────────┐
│  EMITTER: Rate, Bursts, Shape                               │
│                    ↓                                         │
│  SPAWN: Initial velocity, Size, Color, Lifetime             │
│                    ↓                                         │
│  UPDATE: Forces, Collisions, Color over life               │
│                    ↓                                         │
│  RENDER: Billboard, Mesh, Trail                             │
└─────────────────────────────────────────────────────────────┘

COMMON VFX RECIPES:
┌────────────────┬────────────────────────────────────────────┐
│ Fire           │ Orange→Yellow gradient, upward velocity   │
│ Smoke          │ Gray billboards, turbulence noise         │
│ Sparks         │ Point emitter, gravity, short lifetime    │
│ Magic          │ Spiral path, glow, color cycling          │
│ Blood          │ Burst, gravity, decal on collision        │
└────────────────┴────────────────────────────────────────────┘

Optimization Techniques

TechniqueDraw Call ReductionWhen to Use
Static Batching90%+Static geometry
Dynamic Batching50-80%Small moving objects
GPU Instancing95%+Many identical objects
LOD System40-60%Distant objects
Occlusion Culling30-70%Indoor scenes

LOD Configuration

LOD DISTANCE SETUP:
┌─────────────────────────────────────────────────────────────┐
│  LOD0 (100% tris): 0-20m   → Full detail                   │
│  LOD1 (50% tris):  20-50m  → Reduced detail                │
│  LOD2 (25% tris):  50-100m → Low detail                    │
│  LOD3 (10% tris):  100m+   → Billboard/Impostor            │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many draw calls (>2000)                        │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Enable GPU instancing for repeated objects               │
│ → Use texture atlases                                       │
│ → Merge static meshes                                       │
│ → Implement LOD system                                      │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader artifacts / visual glitches                 │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Check for division by zero                                │
│ → Validate normal vectors                                   │
│ → Use saturate() on color outputs                           │
│ → Check texture sampling modes                              │
└─────────────────────────────────────────────────────────────┘

Platform Guidelines

PlatformMax Draw CallsShader ComplexityTexture Size
Mobile100-200Low1024px max
Console2000-3000High4096px
PC3000-5000Very High8192px
VR100-150Low2048px

Use this skill: When creating shaders, optimizing visuals, or implementing effects.

FAQ

What does the graphics-rendering skill do?

3D graphics, shaders, VFX, lighting, rendering optimization. Create stunning visuals with production-ready techniques.

How do I install graphics-rendering?

Run npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill graphics-rendering in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/graphics-rendering/ (personal) or .claude/skills/graphics-rendering/ (project).

Which AI agents can use graphics-rendering?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is graphics-rendering safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains graphics-rendering?

It is published by pluginagentmarketplace in pluginagentmarketplace/custom-plugin-game-developer. It has 102 recorded installs.

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