Write Godot 4.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and…

Apache-2.0Auto-check passedGame Development

Install Godot Shaders

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders -a claude-code

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

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-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/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot/godot-shaders .claude/skills/godot-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
godot-shaders
GitHub stars
1.4k
Token cost
~1.4k tokens
SKILL.md length
401 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Write Godot 4.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and…

  • Works in 4 steps: 2D (canvas_item): tint + scrolling UV → 2D dissolve using a noise threshold → 3D (spatial): emissive rim light → …
  • Authoring .gdshader files
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot Shaders is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Write Godot 4.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and screen-reading via hintscreentexture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREENTEXTURE, hintcolor) to 4.x.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/shading-language.md`).

It sits in Game Development, covering Game development and Shaders. It works with Godot. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • Authoring .gdshader files
  • Writing fragment/vertex code
  • Making 2D/3D visual effects
  • Porting 3.x shaders (SCREENTEXTURE

Example prompts

  • “/godot-shaders”

Workflow steps

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

  1. 2D (canvas_item): tint + scrolling UV
  2. 2D dissolve using a noise threshold
  3. 3D (spatial): emissive rim light
  4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. 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 and 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 Shaders loads about 1.4k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 103 tokens; SKILL.md has 401 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~103
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.4k

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 gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 401 words, ~1,377 tokens.

Download SKILL.mdSave it as .claude/skills/godot-shaders/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
godot-shaders
description
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.

Godot Shaders (4.x)

Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.7.

When to use

  • Use when writing .gdshader code or a ShaderMaterial: 2D effects (outline, dissolve, flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects.

When not to use: the cross-engine concepts of shading (UVs, vertex/fragment theory) → shader-programming; particles/VFX nodes → general 3D; non-shader visuals.

Core workflow

  1. Pick the shader type on the first line: shader_type canvas_item; for 2D (Sprite2D, TextureRect, anything CanvasItem) or shader_type spatial; for 3D materials. (particles, sky, fog also exist.)
  2. Attach via a ShaderMaterial. Create a ShaderMaterial, assign your .gdshader, and put it on the node's material. Uniforms appear in the Inspector.
  3. Write fragment() to set the output: COLOR (2D) or ALBEDO/EMISSION/ALPHA (3D). Optionally vertex() to move geometry and light() for custom lighting.
  4. Expose tunables as uniforms with hints (source_color, hint_range) so they are editable and correctly color-managed.
  5. Animate with the built-in TIME and sample textures with texture(tex, UV).
  6. Set uniforms from code with material.set_shader_parameter("name", value).

Patterns

1. 2D (canvas_item): tint + scrolling UV
glsl
shader_type canvas_item;

uniform vec4 tint : source_color = vec4(1.0);     // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;

void fragment() {
    vec2 uv = UV;
    uv.x += TIME * scroll_speed;                  // scroll horizontally over time
    COLOR = texture(TEXTURE, uv) * tint;          // TEXTURE = the node's texture
}
2. 2D dissolve using a noise threshold
glsl
shader_type canvas_item;

uniform sampler2D noise : repeat_enable;          // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    float n = texture(noise, UV).r;
    if (n < amount) {
        discard;                                  // cut the pixel away
    }
    COLOR = tex;
}
3. 3D (spatial): emissive rim light
glsl
shader_type spatial;

uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;

void fragment() {
    ALBEDO = base_color.rgb;
    // VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
    float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
    EMISSION = rim_color * rim;
}
4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)
glsl
shader_type canvas_item;

// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;

void fragment() {
    vec2 px = SCREEN_PIXEL_SIZE * blur;
    vec4 c = texture(screen_tex, SCREEN_UV);
    c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
    c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
    COLOR = c / 3.0;
}

Set a uniform from GDScript:

gdscript
$Sprite2D.material.set_shader_parameter("amount", 0.7)
Show full SKILL.md (182 more words)Show less

Pitfalls

  • 3.x → 4.x renames. SCREEN_TEXTURE is removed — declare uniform sampler2D x : hint_screen_texture; and sample with SCREEN_UV. Color hints hint_color→source_color; hint_albedo/hint_white→source_color; hint_range stays. Depth/normal use hint_depth_texture / hint_normal_roughness_texture.
  • Wrong output variable. In canvas_item write COLOR; in spatial write ALBEDO (and EMISSION, ALPHA, ROUGHNESS, METALLIC). Writing COLOR in a spatial shader does nothing.
  • Color uniforms without source_color are treated as raw linear values and look wrong (washed/dark) because Godot won't sRGB-convert them.
  • Transparency needs opt-in (3D). For ALPHA < 1.0 to blend, add a render mode or set the material transparency; otherwise it's opaque/cut.
  • Sampling outside [0,1] UV without repeat_enable clamps. Add : repeat_enable to the sampler uniform for tiling/scroll.
  • TIME is seconds since start and keeps growing — wrap with fract()/mod() for periodic effects to avoid precision drift.
  • discard is costly on some hardware and breaks early-Z; prefer setting ALPHA/ COLOR.a when you can.

References

  • For built-in variables per shader type, render modes, varying, custom light(), vertex() displacement, and the visual shader graph, read references/shading-language.md.
  • shader-programming — engine-agnostic shader concepts (GLSL/HLSL).
  • godot-3d-essentials — materials, environment, and where spatial shaders live.
  • godot-ui-control — applying shaders to UI for effects.

© gamedev-skills, Apache-2.0. 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 1 other file (references) in skills/godot/godot-shaders of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/shading-language.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Godot 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.

Godot Shaders compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Shaders this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.4kAutomated safety check: PassApache-2.0
Godot UI Rich Textthedivergentai/GD-Agentic-Skills821—~3.2kAutomated safety check: PassLGPL-3.0
Shader Basicsjame581/GodotPrompter805—~3.7kAutomated safety check: PassMIT
Godot Genre Card Gamethedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
Godot Particlesthedivergentai/GD-Agentic-Skills821—~3.4kAutomated safety check: PassLGPL-3.0
Godot Shaders Basicsthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0

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Works with

Questions about Godot Shaders

What does Godot Shaders do?

Write Godot 4.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and…. Godot Shaders is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.7 shaders in the Godot Shading Language: canvasitem shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (sourcecolor, hintrange), TIME/UV animation, and screen-reading via hintscreentexture.

When should I use Godot Shaders?

Godot Shaders fits situations like: authoring .gdshader files; writing fragment/vertex code; making 2D/3D visual effects; porting 3.x shaders (SCREENTEXTURE.

How do I install Godot Shaders in Claude Code?

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

How do I install Godot Shaders in Codex?

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

Can I use Godot 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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-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/godot-shaders, .gemini/skills/godot-shaders, .github/skills/godot-shaders and .opencode/skills/godot-shaders in your project.

What does Godot Shaders need to run?

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

Does Godot 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 Godot 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 Godot Shaders use?

Godot Shaders is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Shaders use?

About 1.4k tokens (SKILL.md is roughly 5.5k 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 998 tokens, read only when the agent opens those files.

What are the alternatives to Godot Shaders?

Skills that share tags, products or a category with Godot Shaders: Godot UI Rich Text (thedivergentai/GD-Agentic-Skills, 821 stars), Shader Basics (jame581/GodotPrompter, 805 stars), Godot Genre Card Game (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Particles (thedivergentai/GD-Agentic-Skills, 821 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Shaders?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.