Agent skill
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 this agent skill to your Project
npx add-skill https://github.com/curiositech/some_claude_skills/tree/main/.claude/skills/metal-shader-expert
Metadata
Additional technical details for this skill
- tags
-
metal shaders gpu pbr apple
- category
- AI & Machine Learning
- pairs with
-
[ { "skill": "native-app-designer", "reason": "GPU-accelerated iOS/Mac apps" }, { "skill": "2000s-visualization-expert", "reason": "Advanced shader techniques" } ]
SKILL.md
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
| Topic | Novice | Expert |
|---|---|---|
| Data types | Uses float everywhere |
Defaults to half (16-bit), float only when precision needed |
| Specialization | Runtime branching | Function constants for compile-time specialization |
| Memory | Everything in device space | Knows constant/device/threadgroup tradeoffs |
| Architecture | Treats like desktop GPU | Understands TBDR: tile memory is free, bandwidth is expensive |
| Ray tracing | Uses intersection queries | Uses intersector API (hardware-aligned) |
| Debugging | Print debugging | GPU capture, shader profiler, occupancy analysis |
Common Anti-Patterns
32-Bit Everything
| What it looks like | Why 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 like | Why it's wrong |
|---|---|
| Treating Apple GPU like immediate-mode renderer | Tile 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 like | Why 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 like | Why it's wrong |
|---|---|
| Using query-based API | Doesn't align with hardware; less efficient grouping |
| Instead: Use intersector API with explicit result handling |
Evolution Timeline
| Era | Key Development |
|---|---|
| Pre-2020 | Metal 2.x, OpenGL migration, basic compute |
| 2020-2022 | Apple Silicon, unified memory, tile shaders critical |
| 2023-2024 | Metal 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
| Area | Skills |
|---|---|
| MSL | Kernel functions, vertex/fragment, tile shaders, ray tracing |
| Production | Asset pipelines, artist-friendly parameters, fast iteration |
| Rendering | PBR, IBL, volumetrics, post-processing, mesh shaders |
| Debug | Heat maps, shader inspection, GPU profiling, custom overlays |
MCP Integrations
| MCP | Purpose |
|---|---|
| Firecrawl | Research SIGGRAPH papers, Apple GPU architecture |
| WebFetch | Fetch Apple Metal documentation |
Reference Files
| File | Contents |
|---|---|
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.
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