stride-shader-asset-workflow

Automate Stride shader asset workflows from file addition to pre-runtime debugging.

6|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/antokhio/VL.Stride.Voxels --skill stride-shader-asset-workflow
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: stride-shader-asset-workflow
Source: https://github.com/antokhio/VL.Stride.Voxels/tree/main/.github/skills/stride-shader-asset-workflow
Command: npx skills add https://github.com/antokhio/VL.Stride.Voxels --skill stride-shader-asset-workflow

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Automates and enforces the correct Stride shader asset workflow across shader files, asset folders, and build steps to prevent stale asset states during debugging.

Core Features & Use Cases

  • Verify project setup, asset folders in sdpkg, and csproj links
  • Generate and use StrideShaderKeyGenerator produced keys (*.sdsl.cs)
  • Force asset rebuild sequence (StrideCleanAsset -> StrideCompileAsset) before runtime debugging
  • Works across the sdpkg asset folders and explicit/none shader item patterns

Quick Start

Follow this workflow to add or rename a shader, verify asset folders, ensure key generation, and force an asset rebuild before debugging.

Frequently Asked Questions about stride-shader-asset-workflow

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

FAQPage Schema
How do I fix stale Stride shader assets when debugging?

To fix stale Stride shader assets, enforce a forced asset rebuild sequence by running StrideCleanAsset followed by StrideCompileAsset before runtime debugging. This ensures generated shader keys and asset folders are synchronized with your current sdsl files.

What is the correct workflow for adding Stride sdsl shader files?

The correct Stride shader workflow involves validating sdpkg asset folders, ensuring explicit linking or None items in csproj for deterministic behavior, and generating shader keys via StrideShaderKeyGenerator. This prevents build inconsistencies across standard templates and external shader folders.

How does StrideShaderKeyGenerator work with sdsl files?

StrideShaderKeyGenerator processes your sdsl shader files to produce generated key files, typically named *.sdsl.cs. These keys are required for deterministic shader behavior and must be included in your project's build workflow before debugging.

Do I need to configure csproj links for Stride shader assets?

Yes, you need to configure explicit linking or None items in csproj for Stride shader assets. This ensures deterministic behavior during builds and prevents stale asset states when working with sdsl files across standard or shared shader folders.

Why are my Stride shader changes not showing up at runtime?

Stride shader changes may not appear at runtime due to stale asset states. You need to verify sdpkg asset folder configuration, ensure StrideShaderKeyGenerator has produced updated keys, and force a rebuild using StrideCleanAsset and StrideCompileAsset before debugging.

Can I use this Stride shader workflow with external shared shader folders?

Yes, this shader asset workflow supports projects managing Stride shader files in both standard templates and external or shared shader folders. It validates asset folders in sdpkg and enforces correct csproj linking regardless of the shader folder structure.