ether-shaderslisted
Install: claude install-skill JonathanBeck1/claude-studio-toolkit
# ether-shaders
Technique reference for the shader + postprocessing + extruded-text stack in the [ether](https://github.com/JonathanBeck1/ether) engine. Invoke before writing any shader, postprocessing change, or text-as-form work on a site built on it.
## When to use
Any of:
- Writing a new `ShaderMaterial`, vertex shader, or fragment shader.
- Modifying postprocessing (bloom, dither, color grading, new effects).
- Adding or tuning extruded text — hero treatments, chapter heads.
- Diagnosing a banding / glow / type-ghosting / displacement-blur issue.
Invoke alongside `ether-threejs` (the general slop checklist) — this skill specializes, the other generalizes.
## Read first
1. The `ether-threejs` SKILL.md — the general "no AI-slop three.js" checklist applies first.
2. `recipes.md` in this directory — nine numbered recipes.
3. Your studio's taste doc, if the repo has one — what lands vs. what doesn't.
## The engine / site boundary
- **Engine owns** (ether `src/`):
- `postfx/DitherEffect` — 8×8 Bayer.
- `postfx/createHeroComposer` — restrained bloom + optional dither (LDR composer); `createNightComposer` — the HDR/ACES variant for emissive-heavy scenes.
- `primitives/ShaderQuad` — fullscreen backdrop plane with auto-wired `uTime` / `uAspect`.
- `text/extrudedWord` — opentype → SVGLoader → ExtrudeGeometry pipeline.
- **Your site owns** (`src/shaders/<scene>/`):
- The hero material shaders — the brand's identity. Site-specific until a second consumer needs them.