tyou-shader-dev

Implement 2D shader workflows for Cocos Creator 3.8.7 Tyou projects.

63|6|Updated Mar 2, 2026
One-click install
npx skills add https://github.com/xiayu519/Tyou --skill tyou-shader-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: tyou-shader-dev
Source: https://github.com/xiayu519/Tyou/tree/main/.agents/skills/tyou-shader-dev
Command: npx skills add https://github.com/xiayu519/Tyou --skill tyou-shader-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

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

What problem does it solve?

This skill centralizes best practices and workflows for building and validating 2D shaders and effects within Tyou's Cocos Creator 3.8.7 environment, reducing trial-and-error and ensuring consistent results across UI, Sprite, Spine, and sequence-frame scenarios.

Core Features & Use Cases

  • Provides guidance on target carriers (UI/Sprite, Spine, sequence frame, 2D material) and recommended asset checks.
  • Documents default shader strategies, boundary rules, and validation steps to ensure compatibility with Cocos Effect/Material workflows.
  • Real-world examples include grayscale, outline, dissolve, flow, UV distortion, and spine color/shader effects with performance budgets.

Quick Start

Create a shader task for a 2D UI element and follow the references to choose a target carrier, minimal effect, and validation steps.

Frequently Asked Questions about tyou-shader-dev

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

FAQPage Schema
How do I create a 2D shader for UI or Spine animations in Cocos Creator?

Building 2D shaders for UI or Spine in Cocos Creator involves selecting a target carrier, applying minimal passes, and validating compatibility with tyou.effect and tyou.material pipelines to ensure proper runtime binding.

What is the best way to optimize shader performance for sequence-frame rendering in minigames?

Optimizing shader performance for sequence-frame rendering in minigames requires balancing texture sampling, adhering to performance budgets, and applying minimal passes within the Cocos Creator 3.8.7 environment.

Does this shader workflow support dissolve and UV distortion effects for 2D sprites?

Yes, the shader workflow supports real-world examples including dissolve, UV distortion, grayscale, outline, and flow effects for 2D sprites, validated against specific performance budgets for minigame environments.

How do I validate custom effects against the tyou.material and tyou.effect pipelines?

Validating custom effects against tyou.material and tyou.effect pipelines requires adherence to OpenSpec-like validation rules, asset workflow checks, and confirming runtime binding compatibility within Cocos Creator 3.8.7.

Can I use the same 2D shader workflow for both UI elements and Spine animations?

Yes, the workflow centralizes best practices for UI, Sprite, Spine, and sequence-frame scenarios, providing specific boundary rules and target carrier guidance to ensure consistent shader results across different 2D rendering constraints.

Why are my custom 2D material shaders not binding correctly at runtime in Cocos Creator?

Custom 2D material shaders may fail runtime binding if they bypass asset workflow rules or exceed performance budgets; validating compatibility with tyou.material pipelines and applying minimal passes resolves binding issues.