shader-gen
GitHubWebGL视频特效、转场及调色生成助手。优先通过browse_library查找内置资产,匹配失败才调用generate.ts生成新Shader。特别规定builtin:zoom必须使用track-bound模式,否则无法渲染。
Trigger Scenarios
Install
npx skills add ChatCut-Inc/agent-plugin --skill shader-gen -g -y
SKILL.md
Frontmatter
{
"name": "shader-gen",
"description": "AI shader generator for WebGL video effects, transitions, masks, and color grading (LUT \/ 调色 \/ 电影感 \/ film look). Use when the user wants a video effect (滤镜 \/ 特效), a transition (转场 \/ crossfade \/ wipe \/ cube \/ 3d), a mask (蒙版 \/ 遮罩 \/ reveal), a zoom \/ push-in (推近 \/ 推镜头), or a color grade — try the built-in effects (zoom, builtin LUTs) before generating a new shader.\n",
"user-invocable": true
}
Shader Generator
Submit-only: creates a backend generation job, returns jobId. Use the track_progress tool for job lifecycle after submission.
Always use generate.ts for new shaders. Manual authoring is only for editing existing asset code — never as a fallback when generation fails.
Catalog-first rule — try existing assets before generation
Before generating a shader, call browse_library unless the user names an exact asset id that is already visible in read_project.
browse_library is the source of truth for built-in effects, built-in transitions, and project effect/transition assets. Built-ins are stable global asset ids, not per-project DB assets, so they may not appear in read_project asset lists.
Apply catalog entries with edit_item, do not call submit_shader.
Good catalog searches:
browse_library(query: "zoom")
browse_library(category: "transitions", query: "dissolve")
browse_library(category: "audio-fx")
Generate only when no catalog entry matches the user's intent closely enough.
builtin:zoom is track-bound only — DO NOT use item-bound
The default effect mode is "item-bound" (attach to a single item via targetItemId). builtin:zoom does NOT render in item-bound mode — the renderer reads zoom data exclusively from track-bound effect items. An item-bound zoom inserts into the DB silently but shows nothing in preview.
Use mode: "track-bound" with trackId + trackBoundFrom + trackBoundDurationInFrames. These three fields are required.
# Zoom on the entire video clip
edit_item(json: '{"adds":[{"type":"effect","assetId":"builtin:zoom","mode":"track-bound","trackId":"<clip-trackId>","trackBoundFrom":<clip-fromFrame>,"trackBoundDurationInFrames":<clip-durationInFrames>,"propertyOverrides":{"magnification":1.5,"shape":"hold"}}]}')
# Zoom on a sub-range of the clip (e.g. frames 90–150 only, a punch zoom on a beat)
edit_item(json: '{"adds":[{"type":"effect","assetId":"builtin:zoom","mode":"track-bound","trackId":"<trackId>","trackBoundFrom":90,"trackBoundDurationInFrames":60,"propertyOverrides":{"magnification":2,"shape":"punch"}}]}')
Get trackId / fromFrame / durationInFrames from read_project (each video/image item lists its trackId and timeline-frame range).
| Key | Type | Range / values | Default | Notes |
|---|---|---|---|---|
magnification |
number | 1–4 | 1.5 |
Zoom factor; 1 = no zoom, 2 = 2× in |
focalPointX |
number | 0–1 | 0.5 |
Horizontal focal point (0 = left, 1 = right) |
focalPointY |
number | 0–1 | 0.5 |
Vertical focal point (0 = top, 1 = bottom) |
shape |
select | punch / hold / slow-push / instant |
hold |
Animation curve |
focalMode |
select | auto / manual |
auto |
auto picks subject; manual uses focalPoint |
easeInFrames |
number | 0–60 | 8 |
Frames to ramp in |
easeOutFrames |
number | 0–60 | 8 |
Frames to ramp out |
Omit propertyOverrides entirely for default zoom. Send only the keys you want to change — patch semantics.
Track-bound vs item-bound — the broader rule
Effect items in the schema have two modes:
item-bound(default):targetItemIdonly. Effect covers the whole target item's playback. Works for shader effects, LUTs, color grades, blurs.track-bound:trackId+trackBoundFrom+trackBoundDurationInFrames. Effect covers a timeline range on a track, independent of any item. Required forbuiltin:zoom; also valid for any shader effect when you want it to cover a specific timeline range (e.g. a transition-like color shift across the boundary of two clips).
Default to item-bound for shader effects. Use track-bound when (a) the asset requires it (zoom), or (b) the effect should cover a timeline range that doesn't match a single item.
Built-in LUT properties
edit_item(json: '{"adds":[{"type":"effect","targetItemId":"<clip-id>","assetId":"builtin:slog3-s709","propertyOverrides":{"intensity":1}}]}')
| Key | Type | Range | Default | Notes |
|---|---|---|---|---|
intensity |
number | 0–1 | 1 |
LUT strength; 1 = full applied |
To swap: delete the effect and re-add with a different assetId. To remove: delete the effect item.
These are separate from user-uploaded .cube LUT assets (see "Applying an Existing LUT Asset" below) — those use a different code path with assetId:"lut".
Beta Status Gate
New shader generation is beta. Before generating, warn the user and wait for explicit confirmation.
Use the user's language. Chinese: "新的特效/转场生成目前还是 beta 阶段,可能会有不稳定的问题。如果你坚持要做,我可以帮你实现。" Skip if user already acknowledged in the same request.
Supported Targets
Effects and transitions apply to video, image, and gif items.
Type Routing
Before generating anything, check two non-generation paths first:
- Catalog entry — use
browse_libraryfor built-in and project effects/transitions. - User-uploaded
.cubeLUT asset that already exists in the project library — separate code path, see "Applying an Existing LUT Asset" below. The asset shows up inread_projectwithtype: lut.
| User wants | --type |
|---|---|
| Video appearance (color, blur, glow, grain, distortion) | effect |
| Color grade / look (teal-orange, cinematic, vintage, LUT-style) | effect |
| Visibility control (mask, reveal, wipe, shape cutout, gradient fade) | effect |
| Blend between clips (crossfade, dissolve, slide, 3D cube/page flip) | transition |
"LUT-style" in the table means generating a fresh GLSL color grade that resembles a LUT — only when the user wants something new. If they want to apply a .cube file already in the library, don't generate; bind the existing asset instead.
No separate LUT or mask generator for the generation path — those are all effect.
Applying an Existing LUT Asset
.cube files uploaded by the user become lut assets. Applying one to a clip is not generation — it's a single edit_item call that attaches an effect item whose assetId is the literal string "lut" and whose propertyOverrides.lut binds the real LUT asset id. (Legacy contract; the unified LUT API binds the LUT effect asset id directly — see edit_item description.)
edit_item(json: '{"adds":[{"type":"effect","targetItemId":"<clip-id>","assetId":"lut","propertyOverrides":{"intensity":1,"lut":{"assetId":"<lut-asset-id>","assetType":"lut","type":"asset"}}}]}')
Key points:
assetIdis the literal string"lut", not the LUT asset's id. The real LUT asset id goes insidepropertyOverrides.lut.assetId.intensityis 0–1; default 1 (full strength).targetItemTypedefaults tovideo; also supportsimage,gif.- To swap a LUT on an existing effect: update
propertyOverrides.lut.assetIdto the new LUT asset id. - To remove: delete the effect item.
Do not call generate.ts for this path. Do not pass a real LUT asset id as assetId — the editor checks assetId === "lut" to route into the LUT renderer; passing a UUID silently renders nothing.
Usage
Before calling submit_shader, restate the user's intent in one concrete sentence, then proceed immediately. After track_progress returns, state what was produced in one line — do NOT ask "要保留还是重新生成".
submit_shader({
type: "effect",
prompt: "Chromatic aberration with RGB split",
name: "Chromatic Aberration",
});
submit_shader({
type: "transition",
prompt: "Smooth crossfade with soft edge",
name: "Crossfade",
});
submit_shader({
type: "effect",
prompt: "Cinematic teal-orange color grade",
});
submit_shader({
type: "effect",
prompt: "Stronger version",
referenceAssetIds: ["effect_asset_id"],
});
Strategy
- Submit, then stop. Tell user the job was created.
- Use the
track_progresstool for status/wait after submission. - Generation always produces a library asset — never refuse because the timeline isn't ready.
- Apply is separate and optional. Only apply when user explicitly asks ("加到视频", "apply", "用到第一段"). When ambiguous, default to library-only.
Editing Existing Properties
Any time you're about to edit shader asset.properties, applied effect/transition item.propertyOverrides, or promote a hardcoded shader value, read references/property-changes.md first.
It reinforces that shader properties is an array, but the allowed shader property types are only number, boolean, color, select, and vec2. Motion Graphic properties are also arrays, but use a different type set.
Parameters
| Param | Description | Default |
|---|---|---|
type |
"effect" or "transition" (req'd) |
— |
prompt |
Description of the shader (req'd) | — |
name |
Asset name shown in library | — |
referenceAssetIds |
Asset ids. Image id → model LOOKS AT it for visual inspiration. Effect/transition id → reuse its code as style anchor (≤1 per submit, kind must match type). |
— |
Output
Returns { success, job: { jobId, status }, manage: { status, wait, watch } }.
Applying to Timeline
Only when user explicitly requests. Call read_project first for fresh timeline state.
Effect
edit_item(json: '{"adds":[{"type":"effect","targetItemId":"<id>","assetId":"<id>","enabled":true,"propertyOverrides":{}}]}')
Transition
Requires two adjacent same-track endpoints. edit_item validates live seam feasibility and refuses durations that would require freeze frames or overlapping neighboring transitions. If the add fails, retry with the suggested durationInFrames, trim the clips to expose handles, delete/shorten neighboring transitions, or keep a hard cut.
edit_item(json: '{"adds":[{"type":"transition","assetId":"<id>","outgoingItemId":"<id1>","incomingItemId":"<id2>","durationInFrames":30}]}')
Validation & Verification
Backend Validation
When generating via generate.ts, the backend handles validation automatically (transpile, AST security, class structure, retry on failure).
Manual Code Verification
NEVER write shader code from scratch. Always use generate.ts for new shaders. This section is ONLY for modifying existing shader code that was already generated.
When writing shader code manually, read ${CLAUDE_SKILL_DIR}/references/design-principles.md first. If the change touches editable properties, also read ${CLAUDE_SKILL_DIR}/references/property-changes.md.
Typical workflow:
read_projectwith the shaderassetIdandcode: true— read the current source.- Edit the source in your own context.
edit_assetwithaction=update, the sameassetId, and the full replacement source inline injson.code. Validation runs automatically on update — if code is invalid, the update is rejected with error details.
Version History
- f85076d Current 2026-07-19 09:56


