Agent skill

Shader Basics

by jame581 in jame581/GodotPrompter

A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

MITAuto-check passedGame Development

Install Shader Basics

skills CLI
$ npx skills add jame581/GodotPrompter --skill shader-basics -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter shader-basics --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/shader-basics .claude/skills/shader-basics && 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
shader-basics
GitHub stars
799
Token cost
~3.7k tokens
SKILL.md length
1,508 words
Files
7 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

  • Works in 12 steps: Core Concepts → Godot Shader Language Basics → Common 2D Shader Recipes → …
  • Implementing shaders — Godot shader language
  • SKILL.md covers 1. Core Concepts, 2. Godot Shader Language Basics, 3. Common 2D Shader Recipes and 4. Common 3D Shader Recipes, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Shader Basics is an agent skill from jame581/GodotPrompter. Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `references/2d-shader-recipes.md`, `references/3d-shader-recipes.md` and `references/compositor-effects.md`).

It sits in Game Development, covering Shaders and Game development. It works with Godot. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.

When your agent uses it

  • Implementing shaders — Godot shader language
  • Common visual recipes
  • Post-processing effects

Example prompts

  • “/shader-basics”

Workflow steps

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

  1. Core Concepts
  2. Godot Shader Language Basics
  3. Common 2D Shader Recipes
  4. Common 3D Shader Recipes
  5. Visual Shaders
  6. Post-Processing Effects
  7. Compositor Effects (Godot 4.3+)
  8. Render Modes
  9. Stencil Buffer Effects (Godot 4.5+)
  10. SMAA Antialiasing (Godot 4.5+)
  11. Shader Baker — Export-time Pre-compilation (Godot 4.5+)
  12. Common Pitfalls

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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, gdscript and csharp).

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org
    • github.com

    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

Shader Basics loads about 3.7k tokens when it runs, and up to ~8k if it reads all its reference files. Until then it costs about 34 tokens; SKILL.md has 1,508 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~34
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8k

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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,508 words, ~3,739 tokens.

Download SKILL.mdSave it as .claude/skills/shader-basics/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
shader-basics
description
Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects

Shaders in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs.

Related skills: animation-system for shader-driven effects like hit flash, godot-optimization for shader performance considerations, camera-system for post-processing camera effects, 2d-essentials for 2D lighting, pixel-art shaders, and CanvasTexture normal maps, 3d-essentials for spatial shaders and environment materials, particles-vfx for custom particle shaders, tween-animation for animating shader parameters at runtime.


1. Core Concepts

Shader Types
Shader TypeApplied ToUse For
canvas_item2D nodes (Sprite2D, Control, etc.)2D effects — outlines, dissolve, color swap
spatial3D meshes (MeshInstance3D)3D materials — water, terrain, toon shading
particlesGPUParticles2D/3DCustom particle behavior
skyWorldEnvironmentProcedural sky rendering
fogFogVolumeVolumetric fog effects
Shader vs ShaderMaterial
Shader (.gdshader)        → The code (GLSL-like language)
ShaderMaterial            → Instance of a shader with specific uniform values
CanvasItemMaterial / StandardMaterial3D → Built-in materials (no code needed)

Multiple nodes can share the same Shader but have different ShaderMaterial instances with different uniform values (e.g., same dissolve shader but different dissolve progress per enemy).

Creating a Shader
  1. Select a node (e.g., Sprite2D)
  2. In Inspector → Material → New ShaderMaterial
  3. On the ShaderMaterial → Shader → New Shader
  4. Edit the .gdshader file in the built-in editor

Or create a .gdshader file directly in the FileSystem dock.


2. Godot Shader Language Basics

Godot uses a GLSL ES 3.0-like language with Godot-specific additions.

Minimal Canvas Item Shader
glsl
shader_type canvas_item;

void fragment() {
    // COLOR is the output pixel color
    // TEXTURE is the sprite's texture
    // UV is the texture coordinate (0,0 top-left to 1,1 bottom-right)
    vec4 tex = texture(TEXTURE, UV);
    COLOR = tex;
}
Minimal Spatial Shader
glsl
shader_type spatial;

void fragment() {
    // ALBEDO is the base color (vec3)
    ALBEDO = vec3(0.8, 0.2, 0.2);
}
Built-in Variables (canvas_item)
VariableTypeDescription
UVvec2Texture coordinates
COLORvec4Output color (set this in fragment())
TEXTUREsampler2DThe node's texture
VERTEXvec2Vertex position (in vertex())
TIMEfloatElapsed time in seconds
SCREEN_UVvec2Screen-space UV (for screen effects)

SCREEN_TEXTURE was removed in Godot 4.0. To read the screen, declare a uniform: uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;

Built-in Variables (spatial)
VariableTypeDescription
ALBEDOvec3Base surface color
METALLICfloatMetallic value (0.0–1.0)
ROUGHNESSfloatRoughness value (0.0–1.0)
NORMALvec3Surface normal (for normal mapping)
EMISSIONvec3Emissive color
ALPHAfloatTransparency (enable in render mode)
VERTEXvec3Vertex position (in vertex())
Uniforms (Shader Parameters)

Uniforms expose shader values to the Inspector and code.

glsl
shader_type canvas_item;

uniform float speed : hint_range(0.0, 10.0, 0.1) = 1.0;
uniform vec4 tint_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
uniform sampler2D noise_texture : filter_linear_mipmap;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    COLOR = tex * tint_color;
}
Common Uniform Hints
HintTypeDescription
hint_range(min, max, step)float/intSlider in Inspector
source_colorvec4Color picker in Inspector
filter_linear_mipmapsampler2DTexture filtering mode
repeat_enablesampler2DAllow texture tiling
hint_normalsampler2DTreat as normal map
Setting Uniforms from Code
GDScript
gdscript
var mat: ShaderMaterial = $Sprite2D.material
mat.set_shader_parameter("speed", 2.0)
mat.set_shader_parameter("tint_color", Color.RED)
C#
csharp
var mat = GetNode<Sprite2D>("Sprite2D").Material as ShaderMaterial;
mat.SetShaderParameter("speed", 2.0f);
mat.SetShaderParameter("tint_color", Colors.Red);

3. Common 2D Shader Recipes

The canvas_item recipes most projects need: dissolve (noise + edge glow), outline (sample neighbors, expand alpha), flash-white (uniform-driven hit effect), color swap (palette shift), scrolling UV (water/lava/clouds), wave distortion.

See references/2d-shader-recipes.md for complete shader code for all six recipes.


4. Common 3D Shader Recipes

Spatial-shader recipes: toon/cel shading (banded NdotL), rim lighting / Fresnel (1 - NdotV), simple water surface (UV scroll + normal-map blend + Fresnel).

See references/3d-shader-recipes.md for the full shader source for each recipe.


5. Visual Shaders

Visual shaders provide a node-based graph editor — no code required.

When to Use Visual Shaders
Use Visual Shaders WhenUse Code Shaders When
Prototyping effects quicklyComplex math or branching logic
Artists need to tweak valuesNeed precise control over every line
Learning shader conceptsPerformance-critical shaders
Simple effects (color adjust, UV scroll)Loops or advanced techniques
Creating a Visual Shader
  1. Select node → Inspector → Material → New ShaderMaterial
  2. Shader → New VisualShader
  3. Click the shader to open the Visual Shader editor
  4. Add nodes from the palette, connect pins
  5. Output nodes (Output, FragmentOutput) are pre-placed
Key Visual Shader Nodes
NodePurpose
Texture2DSample a texture
ColorConstantSolid color value
VectorOpMath operations on vectors
ScalarOpMath operations on floats
MixLerp between two values
Step / SmoothStepThreshold / smooth threshold
TimeCurrent time (for animation)
UVTexture coordinates
Input (custom)Expose a uniform to Inspector

Visual shaders compile to the same GPU code as written shaders. There is no performance difference.

Godot 4.7+: Two new spatial Input nodes — in_shadow_pass (vertex/fragment; maps to the IN_SHADOW_PASS built-in, true when the shader is being rendered in a shadow mapping pass — render objects differently in shadow maps than in the regular pass) and specular_amount (light(); maps to SPECULAR_AMOUNT — 2.0 × light_specular for OmniLight3D/SpotLight3D, 1.0 for DirectionalLight3D).

⚠️ Changed in Godot 4.7: The LinearToSRGB visual shader node no longer clamps its output to [0.0, 1.0] when using the Forward+ or Mobile renderer — HDR values above 1.0 now pass through. Graphs that relied on the implicit clamp produce different output; add an explicit Clamp node to restore the old behavior. See the 4.7 migration guide.


6. Post-Processing Effects

The standard pattern: full-rect ColorRect with a canvas_item shader on top of the gameplay canvas. For 3D, use a WorldEnvironment Adjustment, Glow, or custom shader. For chained effects, render the world to a SubViewport then sample its texture in a final shader pass.

See references/post-processing.md for the ColorRect overlay pattern, vignette + CRT/scanline shader source, the SubViewport pipeline, and WorldEnvironment 3D post-processing notes.


7. Compositor Effects (Godot 4.3+)

CompositorEffect runs custom render passes within Godot's render pipeline (post-tonemap or pre-tonemap). Use when ColorRect overlays aren't enough — multi-pass effects, depth-aware effects, custom AO/SSR variants. Heavier setup than a screen-space shader; reach for it only when needed.

See references/compositor-effects.md for setup, a custom CompositorEffect GDScript example, and built-in Compositor use cases.


8. Render Modes

Render modes go on the first line after shader_type and control how the shader interacts with the rendering pipeline.

Canvas Item Render Modes
glsl
shader_type canvas_item;
render_mode unshaded;           // Ignore all lighting
render_mode light_only;         // Only visible where lit
render_mode blend_add;          // Additive blending (glow, fire)
render_mode blend_mix;          // Standard alpha blending (default)
render_mode blend_premul_alpha; // Pre-multiplied alpha
Spatial Render Modes
glsl
shader_type spatial;
render_mode unshaded;              // No lighting calculations
render_mode cull_disabled;         // Render both sides of faces
render_mode depth_draw_always;     // Always write to depth buffer
render_mode specular_toon;         // Toon specular model
render_mode diffuse_toon;          // Toon diffuse model
render_mode blend_add;             // Additive blending

9. Stencil Buffer Effects (Godot 4.5+)

Godot 4.5 exposes stencil write/read in spatial and canvas_item shaders via stencil_write_mode, stencil_read_mode, stencil_value, etc. across all rendering backends. Enables portals, X-ray vision, outline masks, and holes-in-geometry effects that previously required compositor-level work.

See references/stencil-buffer.md for render-mode reference and the X-ray vision portal worked example.


Show full SKILL.md (600 more words)Show less

10. SMAA Antialiasing (Godot 4.5+)

Sub-pixel Morphological Antialiasing (SMAA 1x) is a built-in post-processing AA mode added in Godot 4.5. It produces sharper, more temporally stable results than FXAA and is less costly than MSAA for deferred-heavy scenes.

Enabling SMAA
  1. Open Project Settings
  2. Navigate to Rendering → Anti Aliasing → Quality
  3. Set Screen Space AA to SMAA

SMAA can be combined with MSAA (for geometry edge aliasing) or used standalone. It does not require any shader code changes.

AA ModeSharpnessGPU costGhosting
DisabledN/ANoneNone
FXAALow (blurry)Very lowLow
SMAAHighLowVery low
TAAMedium (slight blur)MediumPossible
MSAA 4xHighHighNone

When to use SMAA: Prefer SMAA over FXAA for most desktop projects — it delivers noticeably sharper text and thin edges with a similar performance profile. Combine SMAA + MSAA 2x for best quality at moderate cost.

This is an editor/export setting only — no runtime API is needed.


11. Shader Baker — Export-time Pre-compilation (Godot 4.5+)

The Shader Baker pre-compiles all project shaders for the target platform at export time, eliminating the stutter players experience the first time a new material renders in-game — especially severe on macOS/Apple Silicon (Metal) and Windows (D3D12), where shader translation is expensive. Enable it per export preset for release builds; leave it off for development builds to keep exports fast. It operates at the Godot export pipeline level — see the export-pipeline skill for export preset configuration.

See references/shader-baker.md for enabling steps and the with/without comparison.


12. Common Pitfalls

SymptomCauseFix
Shader has no visible effectMaterial not assigned or shader not savedCheck node's Material property in Inspector
Transparent parts render as blackAlpha not handled in shaderSet COLOR.a = tex.a; and use appropriate blend mode
Uniform doesn't appear in InspectorTypo in uniform name or wrong typeRe-save the shader; check for compilation errors
Texture appears stretched/tiledMissing repeat_enable or wrong UV scaleAdd repeat_enable hint to sampler2D uniform
Shader works in editor but not in gameScreen texture uniform needs backbufferUse hint_screen_texture on a sampler2D uniform (Godot 4.x)
Performance drops with many shadersEach unique shader = draw call breakShare ShaderMaterial instances; use uniforms for variation
Screen-space UV is wrongSCREEN_UV not available in some contextsEnsure the node is rendered in the correct viewport
Visual shader node missingNode was renamed or removed in newer Godot versionCheck Godot docs for the current node name

⚠️ Changed in Godot 4.7: textureQueryLod() is available only in the fragment shader, and Godot 4.7 enforces this with a compile error — shaders calling it from vertex() stop compiling after upgrading. Move the call into fragment(). See GH-118962.


13. Implementation Checklist

  • Shader type matches the node type (canvas_item for 2D, spatial for 3D)
  • Uniforms use appropriate hints (hint_range, source_color, filter_linear_mipmap)
  • Shared visual effects use the same Shader resource with separate ShaderMaterial instances
  • Post-processing shaders are on a CanvasLayer (2D) or WorldEnvironment (3D), not on game objects
  • TEXTURE is sampled in canvas_item shaders (otherwise sprite content is lost)
  • Alpha-transparent shaders set COLOR.a correctly and use blend_mix render mode
  • Animated shader parameters (dissolve, flash) are driven by Tweens or AnimationPlayer, not _process
  • Screen-reading shaders use hint_screen_texture on a sampler2D uniform (Godot 4.x approach)
  • Complex shaders are profiled with the Godot profiler to check GPU frame time
  • Stencil effects use two-pass materials (write pass first, read pass second) with correct render priority (Godot 4.5+)
  • SMAA is preferred over FXAA for desktop builds (sharper edges, similar cost) — set in Project Settings → Rendering → Anti Aliasing (Godot 4.5+)
  • Shader Baker is enabled in all release export presets to eliminate first-use compilation stutters (Godot 4.5+)

© jame581, 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 6 other files (references) in skills/shader-basics of jame581/GodotPrompter.

  • SKILL.md
  • references/2d-shader-recipes.md
  • references/3d-shader-recipes.md
  • references/compositor-effects.md
  • references/post-processing.md
  • references/shader-baker.md
  • references/stencil-buffer.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

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Works with

Questions about Shader Basics

What does Shader Basics do?

A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects. Shader Basics is an agent skill from jame581/GodotPrompter.

When should I use Shader Basics?

Shader Basics fits situations like: implementing shaders — Godot shader language; common visual recipes; post-processing effects.

How do I install Shader Basics in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill shader-basics -a claude-code`. Or copy the skill folder (skills/shader-basics in jame581/GodotPrompter) into .claude/skills/shader-basics in your project. Claude Code loads it when a task matches its description.

How do I install Shader Basics in Codex?

Run `npx skills add jame581/GodotPrompter --skill shader-basics -a codex`. Or copy the skill folder (skills/shader-basics in jame581/GodotPrompter) into .agents/skills/shader-basics in your project. Codex loads it when a task matches its description.

Can I use Shader Basics 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 jame581/GodotPrompter --skill shader-basics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/shader-basics, .gemini/skills/shader-basics, .github/skills/shader-basics and .opencode/skills/shader-basics in your project.

What does Shader Basics need to run?

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

Does Shader Basics access the network?

SKILL.md names 2 domains. As links in the text: docs.godotengine.org and github.com. This is read from the text; nothing was executed.

Is Shader Basics 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 Shader Basics use?

Shader Basics 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 Shader Basics use?

About 3.7k tokens (SKILL.md is roughly 15k 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 4.2k tokens, read only when the agent opens those files.

What are the alternatives to Shader Basics?

Skills that share tags, products or a category with Shader Basics: Godot UI Rich Text (thedivergentai/GD-Agentic-Skills, 816 stars), Godot Genre Card Game (thedivergentai/GD-Agentic-Skills, 816 stars), Godot Particles (thedivergentai/GD-Agentic-Skills, 816 stars) and Godot Shaders Basics (thedivergentai/GD-Agentic-Skills, 816 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Shader Basics?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.