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graphics-rendering

graphics-rendering

github.com/pluginagentmarketplaceCreative & media45102 installsUpdated 42w ago
Repository

About graphics-rendering

A reference skill for developers working on game graphics and rendering. It covers shader examples, visual effects, rendering optimization, and platform-specific guidelines.

Key features

  1. 01Rendering pipeline overview
  2. 02PBR and toon shader examples
  3. 03Particle system architecture
  4. 04Batching, instancing, LOD, and culling techniques
  5. 05Platform rendering guidelines

Use cases

  1. 01Creating shaders for game materials
  2. 02Building particle-based visual effects
  3. 03Reducing draw calls in a game scene
  4. 04Choosing rendering settings by platform

Install

Copy the command and run it in a terminal.

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

After installing, type/graphics-renderingin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

assets/
rendering_config.yaml
references/
RENDERING_GUIDE.md
scripts/
render_analyzer.py

Details

From the project README

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.

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