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Metal Shader Expert

  • 1 installs
  • 2 repo stars
  • Updated February 3, 2026
  • afolkest/metal-lic

metal-shader-expert is a Claude Code skill that provides expert guidance on Apple Metal Shading Language shaders, PBR rendering and GPU optimization.

About

metal-shader-expert is a Claude Code skill for writing and optimizing Apple Metal shaders. It covers Metal Shading Language, PBR rendering, tile-based deferred rendering, compute shaders, ray tracing on Apple Silicon and GPU debugging. A developer uses it when building GPU-accelerated iOS or Mac graphics and needs shader code or Apple GPU optimization. It explicitly excludes WebGL, GLSL, CUDA and OpenGL.

  • Expert guidance for Metal Shading Language, PBR rendering and Apple tile-based deferred rendering
  • Covers compute shaders, ray tracing on Apple Silicon and GPU profiling and debugging
  • Ships reference files for Cook-Torrance PBR, noise effects and debug visualization tools

Metal Shader Expert by the numbers

  • 1 all-time installs (skills.sh)
  • Ranked #218 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Jul 7, 2026 (Skillselion catalog sync)
At a glance

metal-shader-expert capabilities & compatibility

Capabilities
metal shaders · pbr rendering · gpu optimization · ray tracing · gpu debugging
Use cases
ui design
Platforms
macOS
From the docs

What metal-shader-expert says it does

Expert in MSL shaders, PBR rendering, tile-based deferred rendering (TBDR), and GPU debugging.
SKILL.md
NOT for WebGL/GLSL (different architecture), general OpenGL (deprecated on Apple), CUDA (NVIDIA only), or CPU-side rendering optimization.
SKILL.md
npx skills add https://github.com/afolkest/metal-lic --skill metal-shader-expert

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Listed on Skillselion
Installs1
repo stars2
Last updatedFebruary 3, 2026
Repositoryafolkest/metal-lic

What it does

Write and optimize Metal shaders and PBR rendering pipelines for Apple GPU-accelerated iOS and Mac apps.

Who is it for?

Developers building GPU-accelerated iOS or Mac graphics who need MSL shaders, PBR pipelines or Apple GPU optimization.

Skip if: WebGL/GLSL, CUDA, OpenGL or CPU-side rendering optimization.

When should I use this skill?

You are working on Metal shaders, MSL, compute or fragment shaders, PBR, ray tracing or Apple GPU profiling.

What you get

Performant, correctly-specialized Metal shaders and rendering pipelines tuned for Apple GPU architecture.

By the numbers

  • 6-row expert-vs-novice shibboleth table
  • 3 reference files (pbr-shaders, noise-effects, debug-tools)

Files

SKILL.mdMarkdownGitHub ↗

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 everywhereDefaults 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 everywhereWastes 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 fragmentCreates 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.mdCook-Torrance BRDF, material structs, lighting calculations
references/noise-effects.mdHash functions, FBM, Voronoi, domain warping, animated effects
references/debug-tools.mdHeat 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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