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cccskills

「ray」の検索結果

527 件 ・ 関連度順

概要と使いどころ

Runtime API: Context, Device, Stream, buffers, images, ray tracing, and rasterization.

日本語の概要は準備中です。原文の説明を表示しています。

LuisaGroup/LuisaCompute1,0532026年10月12日 更新

「說人話」:繁體中文的去 AI 味改寫 skill。審查與改寫文字,去除 AI 味道、校正中國用語與半形標點,讓文字讀起來像真人寫的。 觸發時機:用戶說「去 AI 味」「說人話」「這段好 AI」「改自然一點」「幫我潤稿去掉 AI 感」「校對一下再發」,或要求檢查電子報、社群貼文、銷售頁、課程文案、客服回信、簡報、公告、Email 等對外文字的語感。 不要觸發:逐字翻譯、模仿特定品牌 voice、事實查核(非風格問題)、程式碼/log/設定檔、要求「潤成雷蒙的語氣」(那是 content-writing skill 的事,本 skill 只去 AI 味、不加個人風格)。

日本語の概要は準備中です。原文の説明を表示しています。

Raymondhou0917/speak-human-tw1,0452026年10月13日 更新

Use when setting up URP (or choosing URP vs HDRP), configuring URP assets and quality tiers for PC and phones, lighting a stylized or realistic Unity scene (sun, sky, baked or mixed lightmaps, Shadowmask, Adaptive Probe Volumes, reflection probes), or fixing blurry shadows, light leaks, gray bakes, washed-out images, tonemapping and grading, bloom too expensive on mobile, TAA, STP or MSAA choices, GPU Resident Drawer setup, shader warm-up hitches, or a custom shader that vanished or lost its baked light.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when lighting or rendering a Godot 4.7 3D scene: pick a renderer (Forward+, Mobile, Compatibility), choose GI (SDFGI, VoxelGI, LightmapGI, reflection probes), bake lightmaps without a mouse, tune WorldEnvironment, tonemapper (AgX, ACES, Filmic), glow, fog, volumetric fog and god rays, shadows and shadow acne, quality presets for PC and phones, Compositor post effects, or when 'my scene looks flat', 'too dark indoors', 'light leaks', 'lightmap is black', 'looks different on mobile'.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Use when shading an asset in Maya with Arnold: OpenPBR or aiStandardSurface materials, hooking up Substance Painter or UDIM texture sets, color spaces (sRGB, Raw, ACEScg), a normal map that looks wrong, displacement with black holes or faceting, skin SSS, chrome and metals, glass or crystal, car paint, aiStandardHair, porting Standard Surface to OpenPBR, or a lookdev turntable with chrome and gray balls. Also when textures render washed out, too dark or plastic in Arnold.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9972026年10月13日 更新

Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants 3D rendered, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Triggers on: 3D animation, CGI, rendered, Blender, Unreal Engine, octane render, ray tracing, volumetric, subsurface scattering, physically based rendering, or any 3D/CG video request. Always use even if the user just says "make it look 3D" or describes a rendered aesthetic.

日本語の概要は準備中です。原文の説明を表示しています。

beshuaxian/higgsfield-seedance2-jineng9652026年4月10日 更新

side-rays

無料

A distinctive GPU shader background rendered in dependency-free WebGL — a marketing-grade hero backdrop. One per view; scrim behind text. Renders a static frame under prefers-reduced-motion.

日本語の概要は準備中です。原文の説明を表示しています。

nexu-io/motion-anything8632026年7月7日 更新

A distinctive GPU shader background rendered in dependency-free WebGL — a marketing-grade hero backdrop. One per view; scrim behind text. Renders a static frame under prefers-reduced-motion.

日本語の概要は準備中です。原文の説明を表示しています。

nexu-io/motion-anything8632026年7月7日 更新

When you want to draft, update, convert, or export a slide deck for a React/Next.js slide system (${SLIDE_DECK_REPO:-$HOME/code/your-slide-deck-site}/src/app/slides/). Writes TypeScript Slide[] arrays using your primitives (Eyebrow, Heading, Accent, Body, BulletList, Divider, TwoCol, GradientText), 12 cycling brand gradients, optional sections for "where am I" context, and speaker notes. Inspired by zarazhangrui/frontend-slides — "show, don't tell" for narrative (presents 3 angles, you pick) plus density modes (speaker-led vs reading-first). Four modes — new (draft from brief), update (modify existing, with overflow guards), ppt (convert legacy PPTX → React deck), export (Playwright snapshot existing React deck to standalone HTML, PDF, or Vercel URL — keeps brand). Triggers on "/slide-deck," "/slides new," "/slides export," "/slides update," "/slides ppt," "draft a deck," "deck for [topic]," "talk on [topic]," "keynote on [topic]," "internal deck for [audience]," "convert this pptx," "export this deck."

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8572026年10月9日 更新

Anchor curriculum learning in a specific local place with connections to community, culture, and identity. Use when connecting academic content to students' local environment and heritage.

日本語の概要は準備中です。原文の説明を表示しています。

GarethManning/education-agent-skills8542026年8月29日 更新

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Expert blueprint for TPS/hybrid shooters: soft-lock aim assist, cover validation rays, SpringArm TPS camera, and genre routing to FPS sibling for viewmodel/hitscan feel. Use for third-person/cover shooters and hybrids. Keywords: TPS, soft_lock, cover, SpringArm3D, hybrid shooter, aim assist — not FPS-only movement.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Use when auditing or recalibrating game balance: build a source-driven Monte Carlo balance lab (Rust + rayon) that extracts live game data, simulates human playstyles (AFK→pro), emits win-rate/economy verdicts with confidence intervals, and bruteforce-tunes parameters. Trigger on unfair levels, unreachable shops, farm exploits, interest-curve cliffs, post-content recalibration, or CI balance JSON diffs. Keywords: balance lab, Monte Carlo, win rate, difficulty curve, economy career, playstyle simulation, Resource extraction, GDScript parser, bruteforce tuning.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Design-Agentic-Skills8492026年10月13日 更新

Analyze images, video, speech, motion, products, and websites; route local vision, audio, depth, tracking, matting, identity, and restoration models; auto-edit, replicate, enhance, caption, voice, assemble, annotate, validate, and export editable Timeline Studio projects and videos. Use for reference-video remakes, filter and repeated-shot reconstruction, subject-aware reframing, clip splitting, source-time speed curves, Color Wheels grading, ramps and holds, person or product cutout, person or object outline, authorized face swap, shot and timing reconstruction, timeline markers, chapters, beat cues, review notes and ranges, supplied or web-sourced footage, AI video platform selection, cleanup, highlights, product promotion, website walkthroughs, image-to-video assisted edits, optical-flow editing, depth-assisted relighting, grayscale depth-video conversion, depth/2.5D/transition finishing, AI voiceover, subtitles, short-form production, .timeline automation, or editor evaluation.

日本語の概要は準備中です。原文の説明を表示しています。

MartinDelophy/ai-video-editor8422026年10月13日 更新

Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+

日本語の概要は準備中です。原文の説明を表示しています。

jame581/GodotPrompter8182026年10月12日 更新

memory

無料

Swift 6.2 InlineArray and Span types for zero-overhead memory access, fixed-size collections, and safe pointer alternatives. Use when optimizing performance-critical code paths.

日本語の概要は準備中です。原文の説明を表示しています。

rshankras/claude-code-apple-skills7962026年7月24日 更新

This tool fetches microarray data directly from GEO database, based on the GEOQuery R package. Given a GSE accession ID, it returns an Rdata object containing the data and a text file (.cond file) summarizing the conditions of the experimen

日本語の概要は準備中です。原文の説明を表示しています。

bioMate-AI/biomate-bioconductor-kb7962026年6月21日 更新