shader-optimization

Shader performance optimization skill for instruction counting, GPU profiling, and rendering efficiency.

509 stars

Best use case

shader-optimization is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Shader performance optimization skill for instruction counting, GPU profiling, and rendering efficiency.

Teams using shader-optimization should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/shader-optimization/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/shader-optimization/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/shader-optimization/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How shader-optimization Compares

Feature / Agentshader-optimizationStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Shader performance optimization skill for instruction counting, GPU profiling, and rendering efficiency.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Shader Optimization Skill

Shader performance optimization techniques.

## Overview

This skill provides capabilities for optimizing shader performance.

## Capabilities

- Instruction counting
- ALU optimization
- Texture sample reduction
- Shader variant management
- GPU profiling

## Best Practices

1. Minimize texture samples
2. Use half precision where possible
3. Avoid branching
4. Batch similar shaders
5. Profile on target hardware

## References

- Engine-specific profiling tools

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