Agent skill

Gamedev Shaders

by ericrisco in ericrisco/rsc-harness

A skill your agent uses when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect…

MITAuto-check passedGame Development

Install Gamedev Shaders

skills CLI
$ npx skills add ericrisco/rsc-harness --skill gamedev-shaders -a claude-code

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

GitHub CLI
$ gh skill install ericrisco/rsc-harness gamedev-shaders --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/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gamedev-shaders .claude/skills/gamedev-shaders && 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
gamedev-shaders
GitHub stars
174
Token cost
~3.6k tokens
SKILL.md length
1,539 words
Files
6 (incl. references)
Skills in repo
233
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect…

  • Debugging a shader
  • SKILL.md covers Version contract — read first, Shader fundamentals (the…, Per-engine authoring and Common effect recipes (concepts), plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Full-screen post-process in a game engine — Godot 4.x .gdshader

What it does

Gamedev Shaders is an agent skill from ericrisco/rsc-harness. Use when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect recipes, shader performance. NOT gameplay or engine-API code (that is godot/unity/unreal), NOT physics (gamedev-physics), NOT build variant stripping (gamedev-shipping).

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/effect-recipes.md`).

It sits in Game Development, covering Game development and Shaders. It works with Godot and Unreal Engine. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.

When your agent uses it

  • Debugging a shader
  • Full-screen post-process in a game engine — Godot 4.x .gdshader
  • Unity 6 URP/HDRP
  • Unreal 5.x Materials

Example prompts

  • “/gamedev-shaders”

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. 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 glsl).

    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

Gamedev Shaders loads about 3.6k tokens when it runs, and up to ~9k if it reads all its reference files. Until then it costs about 92 tokens; SKILL.md has 1,539 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~92
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~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 ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,539 words, ~3,607 tokens.

Download SKILL.mdSave it as .claude/skills/gamedev-shaders/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
gamedev-shaders
description
Use when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x `.gdshader`, Unity 6 URP/HDRP, Unreal 5.x Materials, effect recipes, shader performance. NOT gameplay or engine-API code (that is `godot`/`unity`/`unreal`), NOT physics (`gamedev-physics`), NOT build variant stripping (`gamedev-shipping`).
tags
shaders, vfx, materials, post-processing, shadergraph
recommends
godot, unity, unreal, gamedev-shipping
profiles
full
origin
risco

Shaders & VFX (game engines)

Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes for the effects people actually ask for.

Version contract — read first

Target the current stable line of each engine and never emit its retired APIs. If unsure a symbol is current, say so rather than guess.

EngineTargetNever emit → use instead
Godot4.x (4.4/4.5 stable)SCREEN_TEXTURE/DEPTH_TEXTURE/NORMAL_TEXTURE built-ins → declare a uniform sampler2D … : hint_screen_texture / hint_depth_texture / hint_normal_roughness_texture. hint_color/hint_albedo → source_color. hint_white/hint_black → hint_default_white/hint_default_black. GLES2-era guides.
Unity6 (6000.x LTS), URP/HDRPSurface shaders (#pragma surface) — Built-in-RP only, they do not compile under URP/HDRP. CGPROGRAM+UnityCG.cginc, UnityObjectToClipPos, mul(UNITY_MATRIX_MVP, v) → HLSLPROGRAM + URP Core.hlsl and TransformObjectToHClip(posOS). OnRenderImage/Graphics.Blit post FX → URP Renderer Feature / Fullscreen Shader Graph.
Unreal5.x (5.4+)SceneTexture:PostProcessInput0 outside a Post Process material; Opacity without a translucent blend mode; Opacity Mask without a Masked blend mode. Prefer graph nodes; drop to a Custom HLSL node only for logic nodes can't express.

shader_type tokens in Godot 4 are exact: spatial, canvas_item (underscore), particles (plural), sky, fog.

Shader fundamentals (the pipeline)

Every engine compiles your material into the same GPU stages. Two you write:

  • Vertex stage — runs once per vertex. Transforms position into clip space and passes interpolated data (UVs, normals, custom varyings) down. Cheap; scales with mesh vertex count.
  • Rasterizer (fixed) turns triangles into fragments and interpolates the vertex outputs.
  • Fragment / pixel stage — runs once per covered pixel (× overdraw). Samples textures, does lighting, writes the final color. Expensive; scales with screen coverage.

Per-vertex vs per-pixel is the core performance lever: compute anything that interpolates linearly (position offsets, un-normalized directions, scalar masks) in the vertex stage and pass it as a varying; keep only what must be exact per-pixel (normalizing interpolated normals, texture sampling, lighting, fresnel) in the fragment stage.

UVs are per-vertex 2D texture coordinates (0–1), interpolated across the face — you sample textures and drive scrolling/tiling/masks with them. Normals are surface directions used for lighting and rim; interpolated normals must be re-normalized per pixel. Normal maps store directions in tangent space (unpack with ×2−1); respect handedness.

Coordinate spaces — know which space each value is in before you do math on it:

SpaceMeaningTypical use
Object / modelmesh-local, origin at the pivotauthoring positions/normals start here
Worldscene-globalworld-space effects, triplanar, lighting
View / camerarelative to the cameraGodot spatial NORMAL/VIEW live here
Clip / NDCpost-projection homogeneous coordsthe vertex stage's required output
Tangentper-fragment surface basis (T,B,N)normal maps are decoded here
Screen / UV0–1 across the framebufferpost-process sampling (SCREEN_UV)

Per-engine authoring

Godot 4.x

Godot ships its own GLSL-like language (.gdshader). Pick a shader_type, declare uniforms (exposed as material parameters), pass data with varying, write vertex()/fragment() (+light()). A ShaderMaterial binds the shader to a node and holds uniform values; set them from code with material.set_shader_parameter("name", value). Uniform hints: source_color (sRGB→linear color pickers), hint_range(a,b), hint_default_white, hint_screen_texture, plus texture filters/repeats (filter_linear_mipmap, repeat_enable).

Small canvas_item (2D) shader — scroll and tint a texture:

glsl
shader_type canvas_item;
uniform sampler2D noise : repeat_enable;
uniform vec4 tint : source_color = vec4(1.0);
uniform float speed = 0.1;

void fragment() {
    vec2 uv = UV + vec2(TIME * speed, 0.0);   // UV is the node's texcoord
    COLOR = texture(noise, uv) * tint * COLOR; // in COLOR = vertex/modulate color
}

Small spatial (3D) shader — a fresnel rim glow (NORMAL and VIEW are view-space here):

glsl
shader_type spatial;
render_mode blend_add, cull_back;
uniform vec3 rim_color : source_color = vec3(0.2, 0.6, 1.0);
uniform float power : hint_range(0.0, 8.0) = 3.0;

varying vec3 v_normal;
void vertex()   { v_normal = NORMAL; }        // pass to fragment via varying
void fragment() {
    float f = pow(1.0 - dot(normalize(v_normal), normalize(VIEW)), power);
    EMISSION = rim_color * f;
    ALPHA = f;
}

Deep dive (built-in variables per type, render_modes, particles/sky/fog, screen/depth reads) → references/godot-shading-language.md.

Unity 6

Two authoring paths, both on the Scriptable Render Pipeline (URP for most projects, HDRP for high-end):

  • Shader Graph — visual node graph feeding a master stack (Vertex + Fragment blocks). Artist-friendly, URP/HDRP only, compiles to HLSL. Default choice for surface looks and VFX.
  • Hand-written HLSL — a Shader "…" { … } (ShaderLab) wrapping Properties and Pass blocks; the program goes in an HLSLPROGRAM … ENDHLSL block that #includes URP's Core.hlsl / Lighting.hlsl. Use for full control, custom lighting, or compute-driven effects.

Surface shaders are not an option under URP/HDRP (see the Version contract) — a lit look is an HLSL pass or a Shader Graph. Set parameters at runtime through a MaterialPropertyBlock or Material.SetFloat/SetColor/SetTexture. Full URP unlit + lit HLSL pass and a Shader Graph mapping → references/unity-and-unreal-shaders.md.

Unreal 5.x

A Material is a node graph the engine compiles to HLSL. You wire outputs on the main result node — Base Color, Metallic, Roughness, Emissive Color, Normal, Opacity / Opacity Mask, World Position Offset. Key knobs on the material:

  • Material Domain — what the material drives: Surface (default meshes), Deferred Decal, Light Function, Volume, Post Process (full-screen), User Interface.
  • Blend Mode (Opaque/Masked/Translucent/Additive…) and Shading Model (Default Lit, Unlit, Subsurface, …). Opacity needs Translucent; Opacity Mask needs Masked.
  • Material Instances expose parameters (scalar/vector/texture/switch) for cheap variants and runtime tweaks via a Dynamic Material Instance (SetScalarParameterValue, …).
  • Custom node — a raw HLSL escape hatch: set Output Type, add named Inputs, return …;. Reach for it only when the node set can't express the logic (loops, bitops). Reuse via Material Functions. UE5.5+ adds Substrate as an opt-in shading system; the standard material is still default.

Custom-node HLSL, domains, and a Godot↔Unreal recipe mapping → references/unity-and-unreal-shaders.md.

Common effect recipes (concepts)

Each is a technique, engine-agnostic — the reference has full per-engine code.

EffectCore idea
DissolveThreshold a noise texture against an animated cutoff; discard/clip below it; add an emissive band at the edge.
Rim / outlineRim = fresnel pow(1 − N·V, p). Outline = inverted-hull pass (scale along normals, flip culling) or a post-process depth/normal edge detect.
Toon / celQuantize diffuse N·L into bands (step/smoothstep or a ramp texture); hard-stepped specular.
Water / flowScroll two normal maps at different speeds (or advect a flow-map's RG); refract the screen texture; depth-difference foam at shorelines.
Force fieldFresnel + scrolling hex/pattern texture + intersection glow from a scene-depth difference; additive.
HologramScanlines sin(worldY·f + TIME) + fresnel + flicker + slight RGB channel offset; additive/translucent.

Worked example — dissolve (Godot spatial):

glsl
shader_type spatial;
render_mode cull_disabled;
uniform sampler2D dissolve_noise : hint_default_white;
uniform float threshold : hint_range(0.0, 1.0) = 0.0;   // animate 0 → 1
uniform float edge = 0.05;
uniform vec3 edge_color : source_color = vec3(1.0, 0.4, 0.0);

void fragment() {
    float n = texture(dissolve_noise, UV).r;
    if (n < threshold) discard;                      // cut the hole
    float e = smoothstep(threshold, threshold + edge, n);
    EMISSION = edge_color * (1.0 - e);               // glowing burn ring
    ALBEDO = vec3(0.6);
}

Drive threshold from an AnimationPlayer or set_shader_parameter. The same math ports to Unity (clip(n - threshold)) and Unreal (Opacity Mask + a threshold parameter). All six recipes, per engine → references/effect-recipes.md.

Show full SKILL.md (606 more words)Show less

Post-processing / full-screen effects

  • Godot — a canvas_item shader on a full-rect ColorRect reading hint_screen_texture, or a spatial unshaded full-screen quad reading hint_screen_texture/hint_depth_texture; or a CompositorEffect (4.3+) for a custom render pass. Environment already covers glow/tonemap/SSAO.
  • Unity (URP) — a Full Screen Pass Renderer Feature driving a Fullscreen Shader Graph (or a Blit pass). HDRP uses Custom Pass / Fullscreen. Legacy OnRenderImage is Built-in-RP only.
  • Unreal — a Post Process Material (Material Domain = Post Process) on a Post Process Volume; read the frame with SceneTexture nodes (SceneColor, SceneDepth, custom stencil). Blendable Location orders it against tonemapping.

Performance

  • Overdraw is the top cost: transparent/additive layers each re-shade the same pixels. Prefer opaque, sort and minimize overlap, keep particle fill low. discard/clip disables early-Z — don't use it as a cheap "invisible".
  • Texture sampling = a memory fetch + filter each call; dependent reads (UV derived from a prior sample) stall the pipeline. Pack masks into channels, atlas, and cache samples in locals.
  • Branching: a divergent if across a GPU warp can execute both sides. Prefer step/mix/clamp; branches on a uniform (same value for all pixels) are cheap; static branches compile out.
  • LOD & precision: use mipmaps, shader LOD variants, and mediump/half precision on mobile; full float only where banding shows. Move linear work to the vertex stage.
  • Mobile / tile GPUs: bandwidth-bound — keep render targets small, avoid mid-pass framebuffer reads, and note that discard and large full-screen passes break tile hidden-surface removal.

Anti-patterns

Anti-patternDo instead
Porting a tutorial verbatim from Godot 3, Built-in RP, or pre-5.0 UETranslate it through the Version contract table first — retired symbols still compile in old guides, not in your project.
Reading a texture or writing a color without minding linear vs sRGBAuthor color uniforms as source_color (Godot) / sRGB-marked properties and check the space at every read and output — the #1 "looks washed out / too dark" bug.
Using interpolated normals raw, or a normal map straight from the sampleRe-normalize per pixel; unpack with ×2−1 and mind tangent handedness.
Writing the shader before choosing the target surfacePick shader_type / render pipeline / material domain first (2D vs 3D, URP vs HDRP, Surface vs Post Process) — it decides which built-ins and blend modes exist.
Fresnel, normalization, or lighting math in the vertex stageOnly linearly-interpolating work goes per-vertex; exact math stays per-pixel.
discard/clip as a cheap "make it invisible"Cull it or scale to zero — discard disables early-Z and breaks tile hidden-surface removal on mobile.
Stacking additive/translucent layers until the look worksCount the overdraw: each layer re-shades the same pixels. Prefer opaque, minimize overlap, keep particle fill low.
Full-screen effects via OnRenderImage/Graphics.Blit, or SceneTexture outside the Post Process domainUse the engine's supported path — URP Renderer Feature / Fullscreen Shader Graph, UE Post Process material, Godot ColorRect + hint_screen_texture or CompositorEffect.
  • godot / unity / unreal — gameplay code, nodes/components, input, scene wiring; this skill owns the shading, not the C#/GDScript/Blueprint around it.
  • gamedev-physics — simulation, collision, rigid bodies, character controllers (a shader that fakes refraction is here; simulating fluid dynamics is not).
  • gamedev-shipping — platform export and shader-variant stripping in the build (this skill keeps the per-shader performance work).

Checklist

  • Correct engine + version idiom (no banned API from the Version contract table).
  • Right shader_type / render pipeline / material domain for the target (2D vs 3D, URP vs HDRP, Surface vs Post Process).
  • Work placed in the right stage: linear math per-vertex via varying, exact math per-pixel.
  • Colors authored in the correct space (source_color / sRGB handling); normals normalized and unpacked.
  • Uniforms/parameters exposed and driven from code or an animation track — not hard-coded.
  • Performance sanity: overdraw, sample count, and branching considered; mobile precision set if targeted.
  • Post-process uses the engine's supported full-screen path (not a retired Built-in-RP mechanism).

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

Files

SKILL.md and 5 other files (references) in skills/gamedev-shaders of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/effect-recipes.md
  • references/godot-shading-language.md
  • references/unity-and-unreal-shaders.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

Gamedev Shaders 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.

Gamedev Shaders compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Gamedev Shaders this skillericrisco/rsc-harness174—~3.6kAutomated safety check: PassMIT
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP210—~913Automated safety check: PassMIT
Dream Shader CreateTypeDreamMoon/DreamShader106—~1.9kAutomated safety check: PassMIT
Dream Shader DecompileTypeDreamMoon/DreamShader106—~2.9kAutomated safety check: PassMIT
Dream Shader VerifyTypeDreamMoon/DreamShader106—~2.1kAutomated safety check: PassMIT
Game DeveloperJeffallan/claude-skills12k—~1.5kAutomated safety check: PassMIT

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Questions about Gamedev Shaders

What does Gamedev Shaders do?

A skill your agent uses when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect…. Gamedev Shaders is an agent skill from ericrisco/rsc-harness.x Materials, effect recipes, shader performance.

When should I use Gamedev Shaders?

Gamedev Shaders fits situations like: debugging a shader; full-screen post-process in a game engine — Godot 4.x .gdshader; unity 6 URP/HDRP; unreal 5.x Materials.

How do I install Gamedev Shaders in Claude Code?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-shaders -a claude-code`. Or copy the skill folder (skills/gamedev-shaders in ericrisco/rsc-harness) into .claude/skills/gamedev-shaders in your project. Claude Code loads it when a task matches its description.

How do I install Gamedev Shaders in Codex?

Run `npx skills add ericrisco/rsc-harness --skill gamedev-shaders -a codex`. Or copy the skill folder (skills/gamedev-shaders in ericrisco/rsc-harness) into .agents/skills/gamedev-shaders in your project. Codex loads it when a task matches its description.

Can I use Gamedev Shaders 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 ericrisco/rsc-harness --skill gamedev-shaders -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gamedev-shaders, .gemini/skills/gamedev-shaders, .github/skills/gamedev-shaders and .opencode/skills/gamedev-shaders in your project.

What does Gamedev Shaders need to run?

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

Does Gamedev Shaders 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 Gamedev Shaders 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 Gamedev Shaders use?

Gamedev Shaders 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 Gamedev Shaders use?

About 3.6k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.4k tokens, read only when the agent opens those files.

What are the alternatives to Gamedev Shaders?

Skills that share tags, products or a category with Gamedev Shaders: UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars), Dream Shader Create (TypeDreamMoon/DreamShader, 106 stars), Dream Shader Decompile (TypeDreamMoon/DreamShader, 106 stars) and Dream Shader Verify (TypeDreamMoon/DreamShader, 106 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Gamedev Shaders?

ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 174 GitHub stars. The repository holds 233 skills in this directory. The repository was last updated on October 7, 2026.

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