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.
Files included with this skill beyond the listing page.
skill mdSKILL.md5,411 B
docsSUMMARY.md502 B
History
First seen on skills.sh
First recorded snapshot · 482 installs
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