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.

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Install skill "metal-shader-expert" with this command: npx skills add curiositech/some_claude_skills/curiositech-some-claude-skills-metal-shader-expert

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.

Source Transparency

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