What problem does it solve?
This Skill helps you replace PixiJS’ default rendering with custom GLSL/WGSL shaders, typed uniform buffers, and advanced filter/batcher workflows, so you can implement bespoke visual effects reliably across WebGL and WebGPU.
Core Features & Use Cases
- Custom Shader Programs (GLSL + WGSL): Create shader programs using Shader.from with gl and/or gpu sources, enabling the same material to target WebGL and WebGPU.
- Typed UniformGroup Resources: Define uniforms with explicit value/type pairs, update them at runtime, and optionally pack them into UBOs for WebGPU compatibility and WebGL2+ efficiency.
- Texture Resources & Filter Pipelines: Bind textures via Shader resources (texture.source and texture.source.style) and author custom fragment filters with Filter.from, including destination sampling using uBackTexture with blendRequired.
- Custom Batching (Advanced Performance Control): Implement and register a custom Batcher extension to pack vertex/quad attributes for specialized rendering paths.
- Strict-CSP Friendly UBO Sync: Use pixi.js/unsafe-eval fallback import to avoid failures in environments that block unsafe-eval when UBO-backed shaders are first used.
Quick Start
Use the pixijs-custom-rendering skill to create a Shader.from configuration with GLSL vertex/fragment and a UniformGroup containing typed uniforms, then attach the resulting Mesh to the stage and update uniform values on each tick.