Agent skill · Audited from source
Redshift Osl Shader Adaptation And Development
skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b
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…
Cite
Cite this page
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
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
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
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
- PublisherECNU-ICALK GitHub organizationOwner of the repository this skill is read from
- Source folderECNU-ICALK/AutoSkill/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/redshift-osl-shader-adaptation-and-developmentThe exact folder we audited
- LicenceNot declaredAs the repository states it
- Commit pinned for this verdict04e912cff54bA new audit runs when the source changes
- Repository statusNot archivedLast push 157 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
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 RedshiftExcerpt, 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
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
- ✓SAFE B 89 / 100
first audit · source
04e912cff54b
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Questions about Redshift Osl Shader Adaptation And Development
What does the Redshift Osl Shader Adaptation And Development skill do?
Is Redshift Osl Shader Adaptation And Development safe to install?
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Sources
- github.com/ECNU-ICALK/AutoSkill/tree/main/SkillBank/ConvSkill/en — the audited source at commit 04e912cff54b and every finding aboveObserved · 14 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the Redshift Osl Shader Adaptation And Development skill do?
- Is Redshift Osl Shader Adaptation And Development safe to install?
- What can Redshift Osl Shader Adaptation And Development access on my machine?