metal-shader-expert
20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate
Works with
--- name: metal-shader-expert description: 20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate license: MIT --- # Metal 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.*
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diagnosing-bugs
mattpocock/skills
Diagnosis loop for hard bugs and performance regressions. Use when the user says "diagnose"/"debug this", or reports something broken/throwing/failing/slow.
explore-code
lllllllama/rigorpilot-skills
Rigor Improve implementation leaf skill for auditable candidate implementation in deep learning research repositories. Use when the researcher explicitly authorizes exploratory work on an isolated branch or worktree to transplant modules, adapt a backbone, add LoRA or adapter layers, replace a head, or stitch together meaningful low-risk migration ideas with rollback-aware records in `explore_outputs/`. Do not use for end-to-end exploration orchestration on top of `current_research`, trusted baseline reproduction, conservative debugging, environment setup, verified contribution claims, or default repository analysis.
safe-debug
lllllllama/rigorpilot-skills
Rigor Debug / Rigor Audit skill for deep learning research work. Use when the user pastes a traceback, terminal error, CUDA OOM, checkpoint load failure, shape mismatch, NaN loss symptom, or training failure and wants conservative diagnosis before any patching, with debug fixes clearly separated from research contributions. Do not use for broad refactoring, speculative adaptation, automatic exploratory patching, or general repository familiarization.

