stride-shader-asset-workflow

Fix Stride SDSL shader registration and asset rebuild workflows.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents Stride shader development failures caused by incorrect asset registration, stale generated files, and incomplete rebuild workflows, helping agents resolve setup issues before investigating shader code.

Core Features & Use Cases

  • Shader Registration Guidance: Ensures Stride SDSL shader files are correctly connected through.sdpkg asset folders and C# project configuration.
  • Generated Key Management: Guides regeneration and usage of generated shader key classes for reliable parameter bindings.
  • Asset Rebuild Workflow: Provides ordered steps for updating generated files, cleaning assets, compiling assets, and validating shader changes in Stride projects.

Quick Start

Use the stride-shader-asset-workflow skill to add a new Stride SDSL shader and rebuild the asset database correctly before testing it at runtime.

Frequently Asked Questions about stride-shader-asset-workflow

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

FAQPage Schema
Why does my Stride SDSL shader fail to compile after moving the file?

Stride SDSL shaders fail after moving because generated shader key files and sdpkg asset folder references become stale. Updating csproj shader metadata and regenerating shader key classes resolves the broken asset pipeline registration.

How do I add a new shader in Stride and rebuild the asset database correctly?

To add a new shader in Stride, connect the SDSL file through the sdpkg asset folder and csproj configuration, then execute an ordered asset rebuild workflow: update generated files, clean assets, compile assets, and validate changes before runtime testing.

What are generated shader key classes in Stride and when do I need to update them?

Generated shader key classes in Stride are C# code artifacts that bind SDSL shader parameters to the asset pipeline. You must regenerate them whenever adding, moving, renaming, or debugging shader files to ensure reliable parameter bindings.

Does this Stride shader asset workflow apply to C# dotnet projects?

Yes, this Stride shader asset workflow applies specifically to Stride C# dotnet projects. It fixes incorrect asset registration and stale generated files by requiring correct sdpkg asset folders, csproj shader metadata, and explicit asset rebuild targets.

Stride shader changes not showing up at runtime, how do I fix the asset build?

Fix Stride shader runtime issues by applying an explicit asset rebuild workflow: update generated shader key files, clean stale assets, compile assets through the pipeline, and validate the SDSL integration before testing the game engine.