typedreammoon/dreamshader/dream-shader-diagnose

Claude Code and agent skill by typedreammoon/dreamshader

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Checking that the SKILL.md file is still in the repository.

Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong. Use when a .dss / .dsi / .dsp / .dsm / .dsf fails to build, when a LogDreamShader message or a DSHnnnn code needs explaining, or when a material or pass looks wrong with no message at all.

Install

npx vskill@latest install typedreammoon/dreamshader/dream-shader-diagnose

SKILL.md

dream-shader-diagnose <message>

Turn a DreamShader message into a fix. Every message the compiler raises carries a stable code, DSHnnnn, and every code has a page with its cause and fix. This skill is the route to that page, and what to do when there is no message.

Paths below are relative to the plugin root, Plugins/DreamShader/.

Do this

1 — Get the exact message. A diagnostic is file(line,col): DSHnnnn: message:

text
C:/Project/DShader/UI/M_Panel.dss(7,16): DSH4200: 'Tin' is not declared in this scope.

If all you have is "it doesn't work", reproduce it — check writes nothing and reports every diagnostic of the file at once:

bash
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/UI/M_Panel.dss

2 — Open the code's page. The leading digit is the stage; the page is Docs/diagnostics/DSH<digit>xxx.md, anchored at the code, and `Docs/diagnostics/README.md` lists every code with its message.

CodeStagePage
DSH1xxxthe preprocessor (#if), source files, asset references`DSH1xxx.md`
DSH2xxxlexer and syntax; 1.x Graph statements and blocks (22xx); .dsp syntax (23xx)`DSH2xxx.md`
DSH3xxxdeclarations, # directives, /// blocks; 1.x sections (325x+); .dsp declarations (33xx)`DSH3xxx.md`
DSH4xxxthe binder — names, types, calls (42xx); the IR validator (43xx); what the graph cannot express — matrices, loops (435x); .dsp names (44xx)`DSH4xxx.md`
DSH5xxxUE.* nodes, math, Substrate; 1.x call spellings and the numbered legacy rules (5250–5292); Custom Pass material nodes (53xx)`DSH5xxx.md`
DSH6xxxfunctions: entries, export / extern, helper inlining, /// @custom HLSL, 1.x Function blocks`DSH6xxx.md`
DSH7xxxuniforms, /// tags, #pragma material; .dsi overrides (725x); .dsp checks — kinds, injection points, buffers in frame order (73xx)`DSH7xxx.md`
DSH8xxxthe emitter and asset creation; material instances (824x–826x); Custom Pass emission, HLSL slots and the pre-check (83xx)`DSH8xxx.md`
DSH9xxxthe tools: check, the decompiler (906x–908x), migrate (909x), .dsi read-back (910x), pass-registry (920x), pipeline decompile (921x–922x)`DSH9xxx.md`

The finer ranges are tabled in `Docs/language-v2/index.md` § Diagnostics. For the language rule behind a code: `reference/dss.md`, `reference/dsp.md` or `reference/legacy.md`.

A message without a code comes from outside the compiler — the commandlet's own arguments, the engine's material compile, the VirtualFunction sync — and `Docs/diagnostics/index.md` catalogues those. Most of that page is the 1.x generator's catalogue, kept for reference; a message you find only there is from an old version.

3 — Fix the source, check again, confirm exit `0`. A stage reports all of its errors at once, but a syntax error stops the file before the binder runs — so fixing the syntax can bring out binder errors that were there all along.

When there is no message

SymptomCause
a 1.x Function body behaves as if a name meant something elseinside a 1.x Function / GraphFunction body, mix fract mod vec2..4 mat2..4 (and ivec/uvec/bvec) are rewritten as whole identifiers, case-insensitively — a local named Mix becomes lerp. Silently. A .dss has no such rewrite
a /// @custom body or a .dsp's HLSL is wrong, and check passedcheck does not compile HLSL. check -Shaders does — and even it skips code no entry reaches: an uncalled helper is never compiled
one HLSL error is reported twice, in two wordingsthe pre-check compiles for each shader format the project targets (SM5 with FXC, SM6 with DXC); one mistake
a material reads a Custom Pass buffer one frame latethe buffer's last writer runs after the base pass — DSH7354 (info) says so; see `reference/dsp.md`
the editor shows a stale materiala headless compile left a .uasset that now wins over the in-memory product. Delete it, or Tools ▸ DreamShader ▸ Make Ephemeral
compile -All was green but nothing changedan empty source list is a Warning and exits 0; or every file was skipped as unchanged — add -Force
a commandlet run did nothing and logged DSH9110a flag's value is neither on nor off (-Force=banana, an empty -Force=). Write it bare, or =true / =false (also 1/0, yes/no, on/off)
VS Code lost a header's squiggles after another material compiledcompiling a file clears the diagnostics filed under every header it includes — including the ones another material put there. Compile the other material again

Where diagnostics live

SurfaceContents
Output Log / dsc.ps1 outputevery message, success included. The only surface a headless run has
Material Content Browserper-file status and diagnostics, live from the editor
Saved/DreamShader/Bridge/diagnostics.json, diagnostics/ shards, bridge.dbwhat the VS Code and Rider extensions show: each record with its code, severity (error, warning or info), file, line and column. A failed compile files all its records, a successful one its warnings and notes (since 2.1.0)

None of the bridge files are written by a commandlet, so a headless run cannot be read from diagnostics.json — read the log. A message that names a .dsh line came from a file that includes it: a header is never compiled on its own.

See also

Security

  • Security scanPassed, 90 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

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