Agent skill

Godot Shader Patterns

by 925236118 in 925236118/AlphaAgent

Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent.

MITAuto-check passedGame Development

Install Godot Shader Patterns

skills CLI
$ npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install 925236118/AlphaAgent godot-shader-patterns --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/925236118/AlphaAgent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/addons/agent/skills/default_skills/godot-shader-patterns .claude/skills/godot-shader-patterns && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-shader-patterns
GitHub stars
103
Token cost
~1.9k tokens
SKILL.md length
86 words
Files
1
Skills in repo
17
Repo updated
First seen
Licence
MIT

At a glance

Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent.

  • Works in 11 steps: 描边着色器(轮廓检测) → 像素化着色器 → 灰度/复古色着色器 → …
  • Tasks that involve Game development
  • SKILL.md covers 1. 描边着色器(轮廓检测), 2. 像素化着色器, 3. 灰度/复古色着色器 and 4. 溶解/燃烧效果, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Shader Patterns is an agent skill from 925236118/AlphaAgent. Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等。

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: 为Godot引擎编辑器开发的Ai Agent插件. The licence is MIT.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/godot-shader-patterns”

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. 描边着色器(轮廓检测)
  2. 像素化着色器
  3. 灰度/复古色着色器
  4. 溶解/燃烧效果
  5. 水波/折射效果
  6. 模糊效果
  7. 发光/光晕效果
  8. 卡通渲染(Cel Shading)
  9. SpriteSheet 帧动画
  10. 混合模式
  11. SDF 描边效果(3D)

What it can do on your machine

Read from SKILL.md and the folder at commit ed0da30. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Shader Patterns loads about 1.9k tokens when it runs. Until then it costs about 16 tokens; SKILL.md has 86 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~16
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from 925236118/AlphaAgent at commit ed0da30, republished under its MIT licence (© 925236118). 86 words, ~1,940 tokens.

Download SKILL.mdSave it as .claude/skills/godot-shader-patterns/SKILL.md (or your agent's skills folder).
name
godot-shader-patterns
description
Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等。

Godot Shader 常用案例

1. 描边着色器(轮廓检测)

效果描述

为精灵或字体添加外轮廓效果,常用于 UI 元素、选中状态或卡通风格的描边效果。

核心代码
gdscript
shader_type canvas_item;

uniform float outline_width = 1.0;
uniform vec4 outline_color: source_color = vec4(1, 0, 0, 1);

void fragment() {
    vec2 uv = UV;
    vec2 uv_up = uv + vec2(0, TEXTURE_PIXEL_SIZE.y) * outline_width;
    vec2 uv_down = uv + vec2(0, -TEXTURE_PIXEL_SIZE.y) * outline_width;
    vec2 uv_left = uv + vec2(TEXTURE_PIXEL_SIZE.x, 0) * outline_width;
    vec2 uv_right = uv + vec2(-TEXTURE_PIXEL_SIZE.x, 0) * outline_width;

    vec4 color_up = texture(TEXTURE, uv_up);
    vec4 color_down = texture(TEXTURE, uv_down);
    vec4 color_left = texture(TEXTURE, uv_left);
    vec4 color_right = texture(TEXTURE, uv_right);

    vec4 outline = color_down + color_up + color_left + color_right;
    outline.rgb = outline_color.rgb;

    vec4 original_color = texture(TEXTURE, UV);
    COLOR = mix(outline, original_color, original_color.a);
}

2. 像素化着色器

效果描述

将画面处理成像素风格,模拟复古游戏的视觉效果。

核心代码
gdscript
shader_type canvas_item;

uniform float pixel_size = 4.0;  // 像素块大小

void fragment() {
    vec2 uv = floor(UV * pixel_size) / pixel_size;
    COLOR = texture(TEXTURE, uv);
}

3. 灰度/复古色着色器

效果描述

将图片转换为灰度图或带有复古色调。

核心代码
gdscript
shader_type canvas_item;

void fragment() {
    vec4 color = texture(TEXTURE, UV);
    float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
    COLOR = vec4(vec3(gray), color.a);
}

4. 溶解/燃烧效果

效果描述

实现物体逐渐溶解消失的效果,溶解边缘带有燃烧的色泽。

核心代码
gdscript
shader_type canvas_item;

uniform sampler2D dissolve_texture: source_color;
uniform float dissolve_value: hint_range(0, 1) = 1.0;
uniform float burn_size: hint_range(0.0, 1.0, 0.01) = 0.1;
uniform vec4 burn_color: source_color = vec4(1.0, 0.3, 0.0, 1.0);

void fragment() {
    vec4 main_texture = texture(TEXTURE, UV);
    vec4 noise_texture = texture(dissolve_texture, UV);

    float burn_size_step = burn_size * step(0.001, dissolve_value) * step(dissolve_value, 0.999);
    float threshold = smoothstep(noise_texture.x - burn_size_step, noise_texture.x, dissolve_value);
    float border = smoothstep(noise_texture.x, noise_texture.x + burn_size_step, dissolve_value);

    COLOR.a *= threshold;
    COLOR.rgb = mix(burn_color.rgb, main_texture.rgb, border);
}
使用说明
  1. 创建 NoiseTexture2D 作为 dissolve_texture
  2. 使用 "Simplex Smooth" 噪声类型
  3. 调整 dissolve_value(0 = 完全溶解,1 = 未溶解)

5. 水波/折射效果

效果描述

模拟水面的波纹效果,包含波动和扭曲效果。

核心代码
gdscript
shader_type canvas_item;

uniform sampler2D noise_tex;
uniform float speed = 0.25;
uniform float strength = 0.02;
uniform vec4 tint_color: source_color = vec4(1.0, 1.0, 1.0, 1.0);

void fragment() {
    vec2 uv = UV;

    float noise = texture(noise_tex, uv + vec2(TIME * speed, 0.0)).r;
    float noise2 = texture(noise_tex, uv + vec2(0.0, TIME * speed * 0.5)).r;

    vec2 offset = vec2(
        cos(TIME * speed + uv.y * 10.0) * strength,
        sin(TIME * speed + uv.x * 10.0) * strength
    ) * (noise + noise2);

    vec4 color = texture(TEXTURE, uv + offset);
    COLOR = color * tint_color;
}

6. 模糊效果

效果描述

对图像进行模糊处理,常用于景深效果、UI 毛玻璃效果。

核心代码
gdscript
shader_type canvas_item;

uniform float blur_radius = 2.0;
uniform vec2 blur_direction = vec2(1.0, 0.0);

const float MATRIX[5] = float[](0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216);

void fragment() {
    vec2 uv = UV;
    vec2 texel_size = TEXTURE_PIXEL_SIZE;

    vec3 result = texture(TEXTURE, uv).rgb * MATRIX[0];

    for (int i = 1; i < 5; i++) {
        float offset = float(i) * blur_radius;
        result += texture(TEXTURE, uv + texel_size * offset * blur_direction).rgb * MATRIX[i];
        result += texture(TEXTURE, uv - texel_size * offset * blur_direction).rgb * MATRIX[i];
    }

    vec4 original = texture(TEXTURE, uv);
    COLOR = vec4(result, original.a);
}

7. 发光/光晕效果

效果描述

为图像添加发光效果,常用于霓虹灯、魔法特效或 UI 高亮显示。

核心代码
gdscript
shader_type canvas_item;

uniform float glow_intensity = 0.5;
uniform float glow_radius = 3.0;

void fragment() {
    vec2 uv = UV;
    vec2 texel = TEXTURE_PIXEL_SIZE * glow_radius;

    vec4 color = texture(TEXTURE, uv);

    vec3 glow = vec3(0.0);
    for (float x = -2.0; x <= 2.0; x += 1.0) {
        for (float y = -2.0; y <= 2.0; y += 1.0) {
            vec2 offset = vec2(x, y) * texel;
            glow += texture(TEXTURE, uv + offset).rgb;
        }
    }
    glow /= 25.0;

    COLOR = color + vec4(glow * glow_intensity, 0.0);
}
流光效果
gdscript
shader_type canvas_item;

uniform sampler2D light_vector;
uniform float width = 0.08;
uniform vec4 flowlight = vec4(0.3, 0.3, 0.0, 0.3);

void fragment() {
    vec4 color = texture(TEXTURE, UV);

    if (color.a != 0.0) {
        float v = texture(light_vector, UV).r;
        float diff = v - cos(TIME * 0.5);

        if (abs(diff) < width) {
            color = color + mix(flowlight, vec4(0.0), abs(diff) / width);
        }
    }

    COLOR = color;
}

8. 卡通渲染(Cel Shading)

效果描述

模拟卡通/动漫风格的渲染效果,通过离散的色调过渡创造手绘感。

核心代码
gdscript
shader_type canvas_item;

uniform float levels = 3.0;
uniform vec4 light_color: source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform vec4 shadow_color: source_color = vec4(0.2, 0.2, 0.3, 1.0);

void fragment() {
    vec4 color = texture(TEXTURE, UV);
    float light = dot(color.rgb, vec3(0.33));
    light = floor(light * levels) / levels;
    COLOR = mix(shadow_color, color * light_color, light);
}

9. SpriteSheet 帧动画

效果描述

通过 Shader 实现 SpriteSheet 图集的帧动画播放。

核心代码
gdscript
shader_type canvas_item;

uniform int h_frames : hint_range(1, 100) = 4;
uniform int v_frames : hint_range(1, 100) = 1;
uniform float speed : hint_range(0.1, 30.0) = 10.0;
uniform bool loop = true;

void fragment() {
    float frame_width = 1.0 / float(h_frames);
    float frame_height = 1.0 / float(v_frames);

    int total_frames = h_frames * v_frames;
    int frame_index;

    if (loop) {
        frame_index = int(TIME * speed) % total_frames;
    } else {
        frame_index = min(int(TIME * speed), total_frames - 1);
    }

    int col = frame_index % h_frames;
    int row = frame_index / h_frames;

    float uv_x = float(col) * frame_width;
    float uv_y = 1.0 - float(row + 1) * frame_height;

    vec2 anim_uv = vec2(uv_x, uv_y) + vec2(UV.x * frame_width, UV.y * frame_height);
    COLOR = texture(TEXTURE, anim_uv);
}

10. 混合模式

效果描述

实现 Photoshop 风格的混合模式。

核心代码
gdscript
shader_type canvas_item;

uniform sampler2D blend_texture: source_color;
uniform float opacity: hint_range(0.0, 1.0) = 1.0;
uniform int blend_mode = 0;

vec3 multiply(vec3 base, vec3 blend) {
    return base * blend;
}

vec3 screen(vec3 base, vec3 blend) {
    return 1.0 - (1.0 - base) * (1.0 - blend);
}

vec3 overlay(vec3 base, vec3 blend) {
    return mix(
        2.0 * base * blend,
        1.0 - 2.0 * (1.0 - base) * (1.0 - blend),
        step(0.5, base)
    );
}

void fragment() {
    vec4 base = texture(TEXTURE, UV);
    vec4 blend = texture(blend_texture, UV);

    vec3 result;
    if (blend_mode == 0) {
        result = multiply(base.rgb, blend.rgb);
    } else if (blend_mode == 1) {
        result = screen(base.rgb, blend.rgb);
    } else {
        result = overlay(base.rgb, blend.rgb);
    }

    COLOR = vec4(mix(base.rgb, result, opacity * blend.a), base.a);
}

11. SDF 描边效果(3D)

gdscript
shader_type spatial;
render_mode cull_front, unshaded;

uniform vec4 outline_color : hint_color = vec4(1.0, 0.0, 0.0, 1.0);
uniform float grow = 0.05;

void vertex() {
    VERTEX += NORMAL * grow;
}

void fragment() {
    ALBEDO = outline_color.rgb;
}

© 925236118, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in addons/agent/skills/default_skills/godot-shader-patterns of 925236118/AlphaAgent.

Open the folder on GitHubat commit ed0da30

Compare with similar skills

Godot Shader Patterns next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Shader Patterns compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Shader Patterns this skill925236118/AlphaAgent103—~1.9kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT
MCP DriverRandallLiuXin/GodotMaker5501 repos~1.1kAutomated safety check: PassCustom licence

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Works with

Questions about Godot Shader Patterns

What does Godot Shader Patterns do?

Godot 4 常见 Shader 特效案例,包括描边、像素化、溶解、水波、模糊等. An agent skill from 925236118/AlphaAgent. Godot Shader Patterns is an agent skill from 925236118/AlphaAgent.

When should I use Godot Shader Patterns?

Godot Shader Patterns fits situations like: tasks that involve Game development.

How do I install Godot Shader Patterns in Claude Code?

Run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a claude-code`. Or copy the skill folder (addons/agent/skills/default_skills/godot-shader-patterns in 925236118/AlphaAgent) into .claude/skills/godot-shader-patterns in your project. Claude Code loads it when a task matches its description.

How do I install Godot Shader Patterns in Codex?

Run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a codex`. Or copy the skill folder (addons/agent/skills/default_skills/godot-shader-patterns in 925236118/AlphaAgent) into .agents/skills/godot-shader-patterns in your project. Codex loads it when a task matches its description.

Can I use Godot Shader Patterns in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 925236118/AlphaAgent --skill godot-shader-patterns -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-shader-patterns, .gemini/skills/godot-shader-patterns, .github/skills/godot-shader-patterns and .opencode/skills/godot-shader-patterns in your project.

What does Godot Shader Patterns need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Shader Patterns is instructions for the agent only.

Does Godot Shader Patterns access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Godot Shader Patterns safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Shader Patterns use?

Godot Shader Patterns is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Shader Patterns use?

About 1.9k tokens (SKILL.md is roughly 7.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Godot Shader Patterns?

Skills that share tags, products or a category with Godot Shader Patterns: 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars), Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars) and AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Shader Patterns?

925236118 (a GitHub user) maintains it in 925236118/AlphaAgent, which has 103 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 8, 2026.

Source: 925236118/AlphaAgent on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.