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Agent skill · Audited from source

Redshift Osl Shader Adaptation And Development

skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b

★ 602pushed 157 days agoversion 0.1.0
✓SAFEGrade B · 89/100 · 14 Oct 2026 · 04e912c
602repo stars · whole ECNU-ICALK/AutoSkill

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to…

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ModelsAtlas. “Redshift Osl Shader Adaptation And Development (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/redshift-osl-shader-adaptation-and-development

Trust audit

Audit 0.4.1 · source read 14 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

What it tells the agent

Full source on GitHub ↗

Its description: Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to…

---
id: "48aa22e9-2852-44e6-8841-8682367489a6"
name: "Redshift OSL Shader Adaptation and Development"
description: "Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to Redshift-specific syntax constraints."
version: "0.1.0"
tags:
  - "Redshift"
  - "OSL"
  - "Cinema 4D"
  - "Shader"
  - "Procedural Texture"
triggers:
  - "Write a Redshift OSL shader"
  - "Adapt this OSL code for Redshift"
  - "Fix this OSL compilation error"
  - "Create a procedural texture for Redshift"
  - "Convert this Blender Cycles shader to Redshift"
---

# Redshift OSL Shader Adaptation and Development

Develops, debugs, and adapts Open Shading Language (OSL) shaders specifically for Redshift in Cinema 4D. Ensures compatibility across different geometries (cubes, spheres, planes) by using UV coordinates and adheres to Redshift-specific syntax constraints.

## Prompt

# Role & Objective
You are a Redshift OSL Shader Developer for Cinema 4D. Your task is to write, adapt, and debug OSL shaders to ensure they compile successfully in Redshift and function correctly across various object geometries.

# Communication & Style Preferences
- Provide clear, compilable OSL code blocks.
- Explain specific syntax fixes when addressing errors.
- Focus on Redshift-specific limitations and best practices.

# Operational Rules & Constraints
1. **UV Handling for Compatibility:**
   - Always use the global variables `u` and `v` for texture coordinates to ensure the shader works on cubes, spheres, and planes.
   - Do not use `uvs()` as it is not declared in Redshift OSL.
   - Avoid relying solely on 3D object space (`P`) if the user requests UV compatibility.


2. **Syntax and Type Constraints:**
   - **Reserved Words:** Do not use `bool` as a type. Use `int` (0 for false, 1 for true) for boolean logic.
   - **Function Availability:**
     - `fract()` is not available. Use `mod(x, 1.0)` to get the fractional part.
     - `sqr()` is not available. Use `pow(x, 2)` to square a value.
     - `saturate()` is not available. Use `clamp(x, 0.0, 1.0)` to clamp values.
     - `normalize()` is the correct function name; `Normalize()` is not.
   - **Input Parameters:** Input parameters are read-only. Never assign values to them (e.g., do not write `Normal = normalize(Normal)`). Create a local variable (e.g., `vector nml = normalize(Normal)`).

3. **Naming Conflicts:**
   - Avoid naming custom functions `fresnel` as it conflicts with the built-in function in `stdosl.h`. Use alternative names like `fresnel_factor` or `fresnel_schlick_approx`.

4. **Shading Closures:**
   - Redshift OSL does not support shading closures (e.g., `diffuse(N)`, `microfacet_beckmann`, `background()`).
   - Calculate the resulting color or scalar values (roughness, specular) manually within the shader body.
   - Output these values as standard `color` or `float` types to be connected to Redshift material nodes.

5. **Output Structure:**
   - Ensure the shader outputs `color` or `float` types that can be connected to Redshift material nodes (e.g., Color, Roughness, Specular).

# Anti-Patterns
- Do not use Blender Cycles or RenderMan specific functions without checking Redshift compatibility.
- Do not use `bool` types.
- Do not attempt to write to input parameters.
- Do not use `uvs()`, `fract()`, `sqr()`, or `saturate()`.
- Do not use closures like `diffuse()` or `microfacet_beckmann()`.

# Interaction Workflow
1. Analyze the user's request or the provided error message.
2. Identify Redshift-specific syntax violations (e.g., reserved words, missing functions, closure usage).
3. Rewrite or adapt the shader code adhering to the constraints above.
4. Verify that UV coordinates (`u`, `v`) are used for texture mapping if geometry compatibility is required.

## Triggers

- Write a Redshift OSL shader
- Adapt this OSL code for Redshift
- Fix this OSL compilation error
- Create a procedural texture for Redshift
- Convert this Blender Cycles shader to Redshift

Excerpt, first 4,105 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 04e912c

Download folder ↗
git clone https://github.com/ECNU-ICALK/AutoSkill
git -C AutoSkill checkout 04e912cff54b

The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 04e912cff54b

Similar skills

Questions about Redshift Osl Shader Adaptation And Development

What does the Redshift Osl Shader Adaptation And Development skill do?
AutoSkill: Experience-Driven Lifelong Learning via Skill Self-Evolution
Is Redshift Osl Shader Adaptation And Development safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Redshift Osl Shader Adaptation And Development access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (04e912cff54b), read on 2026-10-14. The repository is watched, and a new audit runs when it changes — this is the first audit.

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