shader-effects

Apply shader-based visual effects to real-time rendered frames.

27|2|Updated Apr 18, 2025
One-click install
npx skills add https://github.com/tanepiper/teskooano --skill shader-effects
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shader-effects
Source: https://github.com/tanepiper/teskooano/tree/main/.cursor/skills/shader-effects
Command: npx skills add https://github.com/tanepiper/teskooano --skill shader-effects

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

Visual shader effects provide ready-made polish to real-time rendering, enabling artists to add glow, bloom, chromatic aberration, vignette, film grain, scanlines, and other stylizations without writing each effect from scratch.

Core Features & Use Cases

  • Post-process visual polish: glow/bloom, distortion, vignette, scanlines, and film grain to enhance rendered scenes.
  • Modular shader toolkit: combine multiple effects (CA, fresnel, dithering) in a controllable pipeline.
  • Use Case: apply a retro cyberpunk look to a real-time demo or game by layering glow, chromatic aberration, and scanlines.

Quick Start

Use the shader-effects skill to apply glow, bloom, and color grading to your frame by calling applyEffects(baseColor, uv, time) within your render loop.

Frequently Asked Questions about shader-effects

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add bloom and glow post-processing effects to a real-time render?

Bloom and glow post-processing effects are applied by calling applyEffects(baseColor, uv, time) within your rendering loop to process real-time rendered frames using modular shader snippets.

Can I combine chromatic aberration, scanlines, and film grain in one visual effects pipeline?

Chromatic aberration, scanlines, and film grain can be combined in a controllable pipeline to layer multiple shader post-effects, enabling stylized looks like a retro cyberpunk aesthetic over real-time scenes.

What shader data do I need to pass to apply Fresnel and dissolve effects?

Fresnel and dissolve effects require a rendering loop that passes time and UV data to the shader APIs, utilizing shader snippets located within the scripts/effects directory to process frame rendering.

Does this visual effects toolkit support glitch and vignette stylization for games?

Glitch and vignette stylization is supported for real-time games and demos, providing ready-made visual polish to rendered scenes without requiring you to write each effect from scratch.

Are there limitations when applying outline and dithering effects to real-time frames?

Outline and dithering effects operate within a real-time rendering pipeline, meaning they depend on continuous frame processing and properly passed time and UV data to function correctly without performance degradation.

What is the best way to apply a retro cyberpunk look using shader post-effects?

The best way to achieve a retro cyberpunk look is by layering glow, chromatic aberration, and scanlines through a modular shader toolkit that processes base colors via a continuous render loop.