# Webgpu Tsl Rendering Fallback

> Use when a Three.js web experience needs WebGPU rendering, TSL shaders, node-based post-processing, or a WebGL2 fallback. Apply it to renderer selection, shader migration, compatibility validation, and performance budgeting; do not use it for a simple static model viewer.

- Skill: `srednoff888-art/webgpu-tsl-rendering-fallback` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds add srednoff888-art/webgpu-tsl-rendering-fallback`
- Raw SKILL.md: https://api.skillmd.com/api/skills/srednoff888-art/webgpu-tsl-rendering-fallback/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: srednoff888-art (https://skillmd.com/u/srednoff888-art)
- Updated: 2026-09-09
- Page: https://skillmd.com/skills/srednoff888-art/webgpu-tsl-rendering-fallback

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# WebGPU TSL Rendering Fallback

WebGPU is an enhancement path, not a universal baseline. Preserve equivalent
critical content and interaction on WebGL2 or an appropriate non-3D fallback.

## Workflow

1. Establish target browsers/devices, visual acceptance criteria, frame-time,
   memory, download, shader complexity, and fallback budgets.
2. Use `WebGPURenderer` only with an explicit WebGL2 fallback. Prefer TSL for
   new portable shader and post-processing work rather than adding legacy-only
   material hooks.
3. Keep renderer initialization async, feature-detect capabilities, dispose GPU
   resources, and degrade motion/effects before degrading core content.
4. Validate both renderer paths with screenshots, nonblank canvas checks,
   interaction tests, GPU/CPU profiling, and mobile devices.

## Guardrails

- Do not claim visual parity until both WebGPU and fallback runs were tested.
- Avoid WebGPU-only assets, controls, or business-critical information.
- Confirm licenses and dimensions for HDRIs, textures, models, and shader code.

