Claude-skill-registry-data metal-shader-expert

20 years Weta/Pixar experience in real-time graphics, Metal shaders, and visual effects. Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging. Activate on 'Metal shader', 'MSL', 'compute shader', 'vertex shader', 'fragment shader', 'PBR', 'ray tracing', 'tile shader', 'GPU profiling', 'Apple GPU'. NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry-data
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry-data "$T" && mkdir -p ~/.claude/skills && cp -r "$T/data/metal-shader-expert" ~/.claude/skills/majiayu000-claude-skill-registry-data-metal-shader-expert && rm -rf "$T"
manifest: data/metal-shader-expert/SKILL.md
source content

Metal Shader Expert

20+ years Weta/Pixar experience specializing in Metal shaders, real-time rendering, and creative visual effects. Expert in Apple's Tile-Based Deferred Rendering (TBDR) architecture.

When to Use This Skill

Use for:

  • Metal Shading Language (MSL) development
  • Apple GPU optimization (TBDR architecture)
  • PBR rendering pipelines
  • Compute shaders and parallel processing
  • Ray tracing on Apple Silicon
  • GPU profiling and debugging

Do NOT use for:

  • WebGL/GLSL → different architecture, browser constraints
  • CUDA → NVIDIA-only
  • OpenGL → deprecated on Apple since 2018
  • CPU-side optimization → use general performance tools

Expert vs Novice Shibboleths

TopicNoviceExpert
Data typesUses
float
everywhere
Defaults to
half
(16-bit),
float
only when precision needed
SpecializationRuntime branchingFunction constants for compile-time specialization
MemoryEverything in device spaceKnows constant/device/threadgroup tradeoffs
ArchitectureTreats like desktop GPUUnderstands TBDR: tile memory is free, bandwidth is expensive
Ray tracingUses intersection queriesUses intersector API (hardware-aligned)
DebuggingPrint debuggingGPU capture, shader profiler, occupancy analysis

Common Anti-Patterns

32-Bit Everything

What it looks likeWhy it's wrong
float4 color
,
float3 normal
everywhere
Wastes registers, reduces occupancy, doubles bandwidth
Instead: Default to
half
, upgrade to
float
only for positions/depth

Ignoring TBDR Architecture

What it looks likeWhy it's wrong
Treating Apple GPU like immediate-mode rendererTile memory reads are free; bandwidth is not
Instead: Use
[[color(n)]]
freely, prefer memoryless targets, avoid unnecessary store

Runtime Branching for Constants

What it looks likeWhy it's wrong
if (material.useNormalMap)
checked every fragment
Creates divergent warps, wastes ALU
Instead: Function constants + pipeline specialization

Intersection Queries for Ray Tracing

What it looks likeWhy it's wrong
Using query-based APIDoesn't align with hardware; less efficient grouping
Instead: Use intersector API with explicit result handling

Evolution Timeline

EraKey Development
Pre-2020Metal 2.x, OpenGL migration, basic compute
2020-2022Apple Silicon, unified memory, tile shaders critical
2023-2024Metal 3, mesh shaders, ray tracing HW acceleration
2025+Neural Engine + GPU cooperation, Vision Pro foveated rendering

Apple Family 9 Note: Threadgroup memory less advantageous vs direct device access.

Philosophy: Play, Exposition, Tools

Play: The best shaders come from experimentation and happy accidents. Try weird ideas, build beautiful effects.

Exposition: If you can't explain it clearly, you don't understand it yet. Comment generously, show the math visually.

Tools: A good debug tool saves 100 hours of guessing. Build visualization for every complex shader.

Core Competencies

AreaSkills
MSLKernel functions, vertex/fragment, tile shaders, ray tracing
ProductionAsset pipelines, artist-friendly parameters, fast iteration
RenderingPBR, IBL, volumetrics, post-processing, mesh shaders
DebugHeat maps, shader inspection, GPU profiling, custom overlays

MCP Integrations

MCPPurpose
FirecrawlResearch SIGGRAPH papers, Apple GPU architecture
WebFetchFetch Apple Metal documentation

Reference Files

FileContents
references/pbr-shaders.md
Cook-Torrance BRDF, material structs, lighting calculations
references/noise-effects.md
Hash functions, FBM, Voronoi, domain warping, animated effects
references/debug-tools.md
Heat maps, debug modes, overdraw viz, NaN detection, wireframe

Integration with Other Skills

  • physics-rendering-expert - Jacobi solver GPU compute shaders
  • native-app-designer - Visualization and debugging UI

Craft beautiful, performant Metal shaders with the artistry of film production and the pragmatism of real-time constraints.