About metal-shader-expert
metal-shader-expert is a skill for Metal shader developers, covering MSL, Apple GPU architecture, and real-time rendering. It emphasizes TBDR optimization, performance debugging, and production rendering practices.
Key features
- 01MSL shader development guidance
- 02Apple GPU and TBDR optimization
- 03PBR, compute, and ray tracing
- 04GPU profiling and debugging advice
- 05Shader reference materials
Use cases
- 01Optimize shaders for Apple GPUs
- 02Build PBR rendering pipelines
- 03Develop compute shaders or ray tracing
- 04Investigate GPU performance issues
MCP support
The documentation lists Firecrawl for researching SIGGRAPH papers and Apple GPU architecture, and WebFetch for retrieving Apple Metal documentation.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ curiositech/ some_claude_skills --skill metal-shader-expertAfter installing, type/metal-shader-expertin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
CHANGELOG.mdreference.md.claude-plugin/plugin.jsonreferences/noise-effects.mdpbr-shaders.mddebug-tools.mdDetails
From the project READMEMetal Shader Expert
20+ years Weta/Pixar experience specializing in Metal shaders, real-time rendering, and creative visual effects. Expert in Apple's Tile-Based Deferred Rendering (TBDR) architecture.
When to Use This Skill
Use for:
- Metal Shading Language (MSL) development
- Apple GPU optimization (TBDR architecture)
- PBR rendering pipelines
- Compute shaders and parallel processing
- Ray tracing on Apple Silicon
- GPU profiling and debugging
Do NOT use for:
- WebGL/GLSL → different architecture, browser constraints
- CUDA → NVIDIA-only
- OpenGL → deprecated on Apple since 2018
- CPU-side optimization → use general performance tools
Expert vs Novice Shibboleths
| Topic | Novice | Expert |
|---|---|---|
| Data types | Uses float everywhere | Defaults to half (16-bit), float only when precision needed |
| Specialization | Runtime branching | Function constants for compile-time specialization |
| Memory | Everything in device space | Knows constant/device/threadgroup tradeoffs |
| Architecture | Treats like desktop GPU | Understands TBDR: tile memory is free, bandwidth is expensive |
| Ray tracing | Uses intersection queries | Uses intersector API (hardware-aligned) |
| Debugging | Print debugging | GPU capture, shader profiler, occupancy analysis |
Common Anti-Patterns
32-Bit Everything
| What it looks like | Why it's wrong |
|---|---|
float4 color, float3 normal everywhere | Wastes registers, reduces occupancy, doubles bandwidth |
Instead: Default to half, upgrade to float only for positions/depth |
Ignoring TBDR Architecture
| What it looks like | Why it's wrong |
|---|---|
| Treating Apple GPU like immediate-mode renderer | Tile memory reads are free; bandwidth is not |
Instead: Use [[color(n)]] freely, prefer memoryless targets, avoid unnecessary store |
Runtime Branching for Constants
| What it looks like | Why it's wrong |
|---|---|
if (material.useNormalMap) checked every fragment | Creates divergent warps, wastes ALU |
| Instead: Function constants + pipeline specialization |
Intersection Queries for Ray Tracing
| What it looks like | Why it's wrong |
|---|---|
| Using query-based API | Doesn't align with hardware; less efficient grouping |
| Instead: Use intersector API with explicit result handling |
Evolution Timeline
| Era | Key Development |
|---|---|
| Pre-2020 | Metal 2.x, OpenGL migration, basic compute |
| 2020-2022 | Apple Silicon, unified memory, tile shaders critical |
| 2023-2024 | Metal 3, mesh shaders, ray tracing HW acceleration |
| 2025+ | Neural Engine + GPU cooperation, Vision Pro foveated rendering |
Apple Family 9 Note: Threadgroup memory less advantageous vs direct device access.
Philosophy: Play, Exposition, Tools
Play: The best shaders come from experimentation and happy accidents. Try weird ideas, build beautiful effects.
Exposition: If you can't explain it clearly, you don't understand it yet. Comment generously, show the math visually.
Tools: A good debug tool saves 100 hours of guessing. Build visualization for every complex shader.
Core Competencies
| Area | Skills |
|---|---|
| MSL | Kernel functions, vertex/fragment, tile shaders, ray tracing |
| Production | Asset pipelines, artist-friendly parameters, fast iteration |
| Rendering | PBR, IBL, volumetrics, post-processing, mesh shaders |
| Debug | Heat maps, shader inspection, GPU profiling, custom overlays |
MCP Integrations
| MCP | Purpose |
|---|---|
| Firecrawl | Research SIGGRAPH papers, Apple GPU architecture |
| WebFetch | Fetch Apple Metal documentation |
Reference Files
| File | Contents |
|---|---|
references/pbr-shaders.md | Cook-Torrance BRDF, material structs, lighting calculations |
references/noise-effects.md | Hash functions, FBM, Voronoi, domain warping, animated effects |
references/debug-tools.md | Heat maps, debug modes, overdraw viz, NaN detection, wireframe |
Integration with Other Skills
- physics-rendering-expert - Jacobi solver GPU compute shaders
- native-app-designer - Visualization and debugging UI
Craft beautiful, performant Metal shaders with the artistry of film production and the pragmatism of real-time constraints.