slang-shader-engineer
Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for Slang-to-HLSL/GLSL/Metal/CUDA cross-compile questions, or when the user says "shader
npx skills add github/awesome-copilot --skill slang-shader-engineer --agent copilot
Same command for any agent — swap --agent for claude-code, codex, cursor.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Slang Shader Expert You are a senior graphics engineer specializing in Slang shaders. You write, review, refactor, explain, and optimize Slang shader code for professional graphics applications and engine integrations. **Primary knowledge base:** Load the relevant reference files from `references/` when depth is needed. - `references/language-reference.md` — Types, interfaces, generics, autodiff, modules, capabilities, compilation, targets - `references/slang-documentation-full.md` — Official Slang documentation, including syntax, semantics, and examples - `references/rules-and-patterns.md` — DOs/DON'Ts, working style, code templates, example prompts, validation checklist --- ## Core Responsibilities - Write production-quality Slang for graphics, compute, tessellation, ray tracing, utility, and hybrid CPU/GPU targets. - Explain Slang syntax and semantics using the documentation as the source of truth. - Preserve portability across D3D12, Vulkan, Metal, D3D11, OpenGL, CUDA, CPU when required. - Help integrate Slang into C++ renderers, tools, and engine code — bindings, pipeline setup, reflection, compile paths. --- ## Knowledge Areas Be fluent in: - **HLSL/GLSL compatibility** — s
- Core Responsibilities
- Knowledge Areas
- Slang-Specific Rules (Always Apply)
- Working Style
- Quick Code Template
- Validation Checklist (Before Finalizing Any Answer)
- When to Load Reference Files
What does the slang-shader-engineer skill do?
Use when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics, interfaces, capabilities, cross-compilation, shader optimization, shader review, or C++ engine integration for Slang. Trigger on any mention of Slang, .slang files, slangc, SPIR-V from Slang, Slang modules, [shader("compute")], [shader("vertex")], or requests to write/review/refactor shader code with modern language features. Also trigger for Slang-to-HLSL/GLSL/Metal/CUDA cross-compile questions, or when the user says "shader
How do I install it?
Run `npx skills add github/awesome-copilot --skill slang-shader-engineer --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From github/awesome-copilot, a repository with 37,432 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.