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Agent Skill · 研究检索

shader-creator(着色器创建者)

shader-creator 用于查找、检索和筛选相关信息,适合在 Local Agent 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

shader-creator 是研究检索类 Agent Skill,可用宿主为 Local Agent,通过unknown获取,权限为操作浏览器;许可证信息还不明确,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 65,084。

总安装 288周安装 12下载 96核验 2026-05-01
研究检索操作浏览器unknown未标认证来源可访问许可证需确认审计未展示Local Agent

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:shader-creator(着色器创建者)
来源仓库:https://smithery.ai
仓库路径:shader-creator
安装命令:
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。当前暂无明确安装命令,请以来源页面说明为准。

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

shader-creator 用于查找、检索和筛选相关信息,适合在 Local Agent 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

适用于需要快速获取特定技术方案或组件库的研究人员。支持通过 npx 命令从指定 GitHub 仓库安装使用。

来源仓库内路径:shader-creator

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Local Agent;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    没有现成安装命令,按unknown的说明从来源页面获取,仓库路径是 shader-creator。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要操作浏览器,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

shader-creator 怎么安装?

公开资料没有给出可以直接复制的命令,需要按来源页面说明手动安装,仓库内路径为 shader-creator。

shader-creator 支持哪些 AI 工具?

公开资料标注支持 Local Agent。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

shader-creator 需要什么权限?

权限级别是操作浏览器。该 Skill 可能涉及浏览器控制能力,使用时可能读取或操作网页内容,需要在受控环境中确认权限边界。

shader-creator 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

shader-creator 用的人多吗?

公开数据是累计安装 288 次,近一周安装 12 次,下载 96 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

shader-creator 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 Local Agent 一种宿主,触发方式和使用习惯不用来回切换。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Local Agent,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
shader-creator

着色器创建者 · 本页

288—操作浏览器未明确未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Shaders are GPU-accelerated visual programs that create real-time graphics through mathematical expressions. Output.md files (shader concept), and.html files (interactive shader viewer with live parameter controls).

This happens in two steps:

  1. Shader Concept Creation (.md file)
  2. Express by creating GLSL shader code (.html file with Three.js)

First, undertake this task:

SHADER CONCEPT CREATION

To begin, create a SHADER CONCEPT (not static images or templates) that will be interpreted through:

  • Mathematical functions and transformations
  • UV coordinate manipulation
  • Color gradients and blending
  • Time-based animation
  • Noise functions and fractals
  • Distance fields and ray marching

THE CRITICAL UNDERSTANDING

  • What is received: User's description of desired visual effect
  • What is created: A shader concept/visual aesthetic philosophy
  • What happens next: The same version receives the concept and EXPRESSES IT IN GLSL - creating fragment shaders that are 90% mathematical expression, 10% essential parameters

Consider this approach:

  • Write a manifesto for a shader aesthetic
  • The next phase involves writing the GLSL code that brings it to life

The concept must emphasize: Mathematical beauty. Real-time execution. GPU-accelerated rendering. Parametric variation.

HOW TO GENERATE A SHADER CONCEPT

Name the shader (1-3 words): "Plasma Waves" / "Fractal Noise" / "Ray Marched Sphere" / "Voronoi Cells"

Articulate the concept (4-6 paragraphs - concise but complete):

To capture the SHADER essence, express how this concept manifests through:

  • UV coordinate transformations and distortions?
  • Mathematical functions (sin, cos, smoothstep, mix)?
  • Color theory and gradient blending?
  • Time-based animation and evolution?
  • Distance functions and signed distance fields?
  • Noise functions (Perlin, Simplex, Voronoi)?

CRITICAL GUIDELINES:

  • Avoid redundancy: Each shader technique should be mentioned once
  • Emphasize craftsmanship: The shader should feel meticulously optimized, refined through countless iterations
  • Leave creative space: Be specific about the visual direction, but allow room for implementation choices
  • Real-time focus: Emphasize that this runs at 60fps on GPU

The concept must guide the next version to express ideas through GLSL mathematics, not through textures or images. Beauty lives in the equations.

CONCEPT EXAMPLES

"Plasma Waves" Concept: Undulating energy fields that pulse and flow across the screen. Shader expression: Multiple sine waves at different frequencies combine to create interference patterns. UV coordinates are distorted by time-varying functions. Colors cycle through a gradient based on the combined wave values. The result is hypnotic, organic motion that never repeats exactly.

"Fractal Noise" Concept: Self-similar patterns that reveal infinite detail at every scale. Shader expression: Layered noise functions (FBM - Fractional Brownian Motion) create complex textures. Each octave adds finer detail. UV coordinates are scaled and rotated for each layer. Colors map to noise values creating terrain-like or cloud-like effects. Zoom and pan reveal endless variation.

"Ray Marched Sphere" Concept: 3D geometry rendered through mathematical distance functions. Shader expression: Ray marching algorithm steps through 3D space. Signed distance function defines a sphere. Lighting calculated from surface normals. Shadows and ambient occlusion add depth. All computed per-pixel in real-time - no 3D models, pure math.

"Voronoi Cells" Concept: Organic cellular patterns based on closest-point calculations. Shader expression: For each pixel, find the nearest point from a grid of random positions. Color based on distance to nearest and second-nearest points. Creates cell-like structures. Animate the points for living, breathing patterns. Edge detection highlights cell boundaries.

*These are condensed examples. The actual shader concept should be 4-6 substantial paragraphs.*

ESSENTIAL PRINCIPLES

  • SHADER CONCEPT: Creating a visual philosophy to be expressed through GLSL
  • REAL-TIME EXECUTION: Always emphasize that this runs at 60fps on GPU
  • MATHEMATICAL EXPRESSION: Ideas communicate through functions, not assets
  • PARAMETRIC CONTROL: Expose key values as uniforms for real-time adjustment
  • PURE SHADER ART: This is about GPU-accelerated mathematics, not image processing
  • EXPERT CRAFTSMANSHIP: The final shader must feel optimized, refined, professional

The shader concept should be 4-6 paragraphs long. Output this concept as a.md file.


GLSL SHADER IMPLEMENTATION

With the concept established, express it through code. Use only the shader concept created and the instructions below.

TECHNICAL REQUIREMENTS

Shader Structure:

// Uniforms (parameters from JavaScript)
uniform float u_time;
uniform vec2 u_resolution;
uniform float u_param1;
uniform vec3 u_color1;

// Varying (from vertex shader)
varying vec2 vUv;

void main() {
    // Normalize coordinates
    vec2 uv = vUv;

    // Your shader logic here

    // Output color
    gl_FragColor = vec4(color, 1.0);
}

Essential Uniforms:

  • u_time - Time in seconds for animation
  • u_resolution - Canvas resolution (width, height)
  • Custom parameters for user control

Common Shader Functions:

// Smooth interpolation
float smoothstep(float edge0, float edge1, float x);

// Mix two values
vec3 mix(vec3 a, vec3 b, float t);

// Fractional part
float fract(float x);

// Absolute value
float abs(float x);

// Sine/Cosine
float sin(float x);
float cos(float x);

// Length of vector
float length(vec2 v);

// Dot product
float dot(vec2 a, vec2 b);

// Clamp value
float clamp(float x, float min, float max);

Noise Functions (include if needed):

// 2D Noise function
float noise(vec2 p) {
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));
    return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}

// Random function
float random(vec2 st) {
    return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
}

CRAFTSMANSHIP REQUIREMENTS

CRITICAL: Create shaders that feel professionally crafted:

  • Optimized: Minimize expensive operations (avoid loops when possible)
  • Smooth: Use smoothstep for anti-aliasing and smooth transitions
  • Balanced: Visual complexity without performance issues
  • Colorful: Thoughtful color palettes, not random RGB
  • Animated: Smooth, purposeful motion (if animated)

OUTPUT FORMAT

Output:

  1. Shader Concept - As markdown explaining the visual aesthetic
  2. Single HTML Artifact - Self-contained interactive shader viewer with Three.js

The HTML artifact contains everything: Three.js (from CDN), the GLSL shader, parameter controls, and UI - all in one file.


INTERACTIVE SHADER VIEWER

Create a single, self-contained HTML artifact that works immediately in claude.ai or any browser.

REQUIRED STRUCTURE

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Shader Name</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
        }
        body {
            font-family: 'Inter', -apple-system, BlinkMacSystemFont, sans-serif;
            background: #f5f5f5;
            overflow: hidden;
        }
        #container {
            display: flex;
            height: 100vh;
        }
        #canvas-container {
            flex: 1;
            position: relative;
        }
        canvas {
            display: block;
            width: 100%;
            height: 100%;
        }
        #controls {
            width: 320px;
            background: white;
            padding: 24px;
            overflow-y: auto;
            box-shadow: -2px 0 8px rgba(0,0,0,0.1);
        }
        h1 {
            font-size: 24px;
            font-weight: 600;
            margin-bottom: 8px;
            color: #191919;
        }
        .description {
            font-size: 14px;
            color: #666;
            margin-bottom: 24px;
            line-height: 1.5;
        }
        .control-group {
            margin-bottom: 20px;
        }
        label {
            display: block;
            font-size: 13px;
            font-weight: 500;
            color: #191919;
            margin-bottom: 8px;
        }
        input[type="range"] {
            width: 100%;
            height: 4px;
            border-radius: 2px;
            background: #e0e0e0;
            outline: none;
            -webkit-appearance: none;
        }
        input[type="range"]::-webkit-slider-thumb {
            -webkit-appearance: none;
            appearance: none;
            width: 16px;
            height: 16px;
            border-radius: 50%;
            background: #191919;
            cursor: pointer;
        }
        input[type="color"] {
            width: 100%;
            height: 40px;
            border: 1px solid #e0e0e0;
            border-radius: 4px;
            cursor: pointer;
        }
        .value-display {
            display: inline-block;
            font-size: 12px;
            color: #666;
            margin-left: 8px;
        }
        button {
            width: 100%;
            padding: 12px;
            background: #191919;
            color: white;
            border: none;
            border-radius: 4px;
            font-size: 14px;
            font-weight: 500;
            cursor: pointer;
            margin-top: 8px;
        }
        button:hover {
            background: #333;
        }
        .section-title {
            font-size: 12px;
            font-weight: 600;
            text-transform: uppercase;
            letter-spacing: 0.5px;
            color: #999;
            margin: 24px 0 12px 0;
        }
    </style>
</head>
<body>
    <div id="container">
        <div id="canvas-container"></div>
        <div id="controls">
            <h1>Shader Name</h1>
            <p class="description">Brief description of what this shader does.</p>

            <div class="section-title">Parameters</div>

            <!-- Parameter controls go here -->
            <div class="control-group">
                <label>Parameter Name</label>
                <input type="range" id="param1" min="0" max="1" step="0.01" value="0.5">
                <span class="value-display" id="param1-value">0.5</span>
            </div>

            <div class="section-title">Colors</div>

            <!-- Color controls go here -->
            <div class="control-group">
                <label>Color 1</label>
                <input type="color" id="color1" value="#ff0000">
            </div>

            <div class="section-title">Actions</div>
            <button onclick="resetParameters()">Reset to Defaults</button>
            <button onclick="downloadImage()">Download PNG</button>
        </div>
    </div>

    <script>
        // Shader parameters
        const params = {
            param1: 0.5,
            color1: new THREE.Color(0xff0000),
            // Add more parameters
        };

        // Three.js setup
        const scene = new THREE.Scene();
        const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
        const renderer = new THREE.WebGLRenderer({ antialias: true, preserveDrawingBuffer: true });

        const container = document.getElementById('canvas-container');
        renderer.setSize(container.clientWidth, container.clientHeight);
        container.appendChild(renderer.domElement);

        // Shader material
        const material = new THREE.ShaderMaterial({
            uniforms: {
                u_time: { value: 0 },
                u_resolution: { value: new THREE.Vector2(container.clientWidth, container.clientHeight) },
                u_param1: { value: params.param1 },
                u_color1: { value: params.color1 },
                // Add more uniforms
            },
            vertexShader: `
                varying vec2 vUv;
                void main() {
                    vUv = uv;
                    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
                }
            `,
            fragmentShader: `
                uniform float u_time;
                uniform vec2 u_resolution;
                uniform float u_param1;
                uniform vec3 u_color1;

                varying vec2 vUv;

                void main() {
                    vec2 uv = vUv;

                    // YOUR SHADER CODE HERE
                    vec3 color = vec3(uv.x, uv.y, 0.5);

                    gl_FragColor = vec4(color, 1.0);
                }
            `
        });

        // Create plane
        const geometry = new THREE.PlaneGeometry(2, 2);
        const plane = new THREE.Mesh(geometry, material);
        scene.add(plane);

        // Animation loop
        function animate() {
            requestAnimationFrame(animate);
            material.uniforms.u_time.value = performance.now() / 1000;
            renderer.render(scene, camera);
        }
        animate();

        // Handle window resize
        window.addEventListener('resize', () => {
            const width = container.clientWidth;
            const height = container.clientHeight;
            renderer.setSize(width, height);
            material.uniforms.u_resolution.value.set(width, height);
        });

        // Parameter update functions
        function updateParam(name, value) {
            params[name] = parseFloat(value);
            material.uniforms['u_' + name].value = params[name];
            document.getElementById(name + '-value').textContent = value;
        }

        function updateColor(name, value) {
            params[name].setStyle(value);
            material.uniforms['u_' + name].value = params[name];
        }

        // Reset function
        function resetParameters() {
            // Reset all parameters to defaults
            document.getElementById('param1').value = 0.5;
            updateParam('param1', 0.5);
            // Reset other parameters
        }

        // Download function
        function downloadImage() {
            const link = document.createElement('a');
            link.download = 'shader.png';
            link.href = renderer.domElement.toDataURL();
            link.click();
        }

        // Initialize UI
        document.getElementById('param1').addEventListener('input', (e) => {
            updateParam('param1', e.target.value);
        });

        document.getElementById('color1').addEventListener('input', (e) => {
            updateColor('color1', e.target.value);
        });
    </script>
</body>
</html>

REQUIRED FEATURES

1. Parameter Controls

  • Sliders for numeric parameters (speed, scale, intensity, etc.)
  • Color pickers for color parameters
  • Real-time updates when parameters change
  • Value displays next to sliders
  • Reset button to restore defaults

2. Shader Uniforms

  • u_time - Animated time value
  • u_resolution - Canvas resolution
  • Custom parameters as uniforms
  • Color parameters as vec3

3. Actions

  • Reset button (restore default parameters)
  • Download PNG button (save current frame)

4. Responsive

  • Canvas fills available space
  • Sidebar fixed width (320px)
  • Handles window resize
  • Mobile-friendly (if possible)

SHADER BEST PRACTICES

Performance:

  • Avoid loops when possible (unroll or use mathematical tricks)
  • Minimize texture lookups
  • Use built-in functions (smoothstep, mix, etc.)
  • Keep fragment shader simple for real-time performance

Visual Quality:

  • Use smoothstep for anti-aliasing
  • Blend colors smoothly with mix()
  • Add subtle animation with u_time
  • Consider aspect ratio (u_resolution.x / u_resolution.y)

Code Organization:

  • Define helper functions at top of shader
  • Comment complex mathematical operations
  • Use meaningful variable names
  • Keep main() function clean and readable

SHADER TECHNIQUES

Common Patterns

1. UV Manipulation:

// Center coordinates
vec2 uv = vUv * 2.0 - 1.0;
uv.x *= u_resolution.x / u_resolution.y; // Aspect ratio

// Polar coordinates
float angle = atan(uv.y, uv.x);
float radius = length(uv);

// Repeat/tile
vec2 tiled = fract(uv * 5.0);

2. Shapes:

// Circle
float circle = 1.0 - smoothstep(0.4, 0.41, length(uv));

// Rectangle
float rect = step(abs(uv.x), 0.5) * step(abs(uv.y), 0.5);

// Smooth shapes
float smoothCircle = smoothstep(0.5, 0.4, length(uv));

3. Patterns:

// Stripes
float stripes = sin(uv.x * 10.0) * 0.5 + 0.5;

// Checkerboard
float checker = mod(floor(uv.x * 10.0) + floor(uv.y * 10.0), 2.0);

// Waves
float wave = sin(uv.x * 10.0 + u_time) * 0.5 + 0.5;

4. Colors:

// Gradient
vec3 color = mix(color1, color2, uv.x);

// HSV to RGB
vec3 hsv2rgb(vec3 c) {
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}

// Palette
vec3 palette(float t) {
    vec3 a = vec3(0.5, 0.5, 0.5);
    vec3 b = vec3(0.5, 0.5, 0.5);
    vec3 c = vec3(1.0, 1.0, 1.0);
    vec3 d = vec3(0.0, 0.33, 0.67);
    return a + b * cos(6.28318 * (c * t + d));
}

5. Noise (include helper functions):

// FBM (Fractional Brownian Motion)
float fbm(vec2 p) {
    float value = 0.0;
    float amplitude = 0.5;
    for(int i = 0; i < 5; i++) {
        value += amplitude * noise(p);
        p *= 2.0;
        amplitude *= 0.5;
    }
    return value;
}

THE CREATIVE PROCESS

User request → Shader concept → GLSL implementation

Each request is unique. The process involves:

  1. Interpret the user's intent - What visual effect is being sought?
  2. Create a shader concept (4-6 paragraphs) describing the approach
  3. Implement it in GLSL - Write the fragment shader
  4. Design appropriate parameters - What should be adjustable?
  5. Build matching UI controls - Sliders/color pickers for those parameters

The constants:

  • Three.js setup and structure
  • Clean, minimal UI
  • Real-time parameter updates
  • Self-contained HTML artifact

Everything else is variable:

  • The shader code itself
  • The parameters
  • The visual outcome
  • The animation (if any)

To achieve the best results, trust creativity and let the concept guide the implementation.


EXAMPLES OF SHADER TYPES

Procedural Textures:

  • Noise-based patterns
  • Fractals and FBM
  • Voronoi cells
  • Perlin noise variations

Animated Effects:

  • Plasma waves
  • Flowing patterns
  • Pulsing shapes
  • Rotating elements

Geometric Patterns:

  • Grids and tiles
  • Radial patterns
  • Kaleidoscope effects
  • Mandala-like designs

Ray Marching (advanced):

  • 3D shapes from distance functions
  • Lighting and shadows
  • Reflections
  • Volumetric effects

Post-Processing:

  • Color grading
  • Distortion effects
  • Glitch effects
  • Chromatic aberration

FINAL NOTES

  • Keep it real-time: Shaders must run at 60fps
  • Make it interactive: Parameters should meaningfully affect the output
  • Optimize: GPU time is precious, avoid expensive operations
  • Document: Comment complex math or techniques
  • Test: Ensure it works in claude.ai artifacts and browsers

The goal is to create beautiful, real-time, GPU-accelerated visual effects that users can explore through parameter adjustment.

平台分布

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权限和风险

操作浏览器

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安装前确认

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