Godot UI Rich Text
thedivergentai/GD-Agentic-Skills
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects.
A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
$ npx skills add jame581/GodotPrompter --skill shader-basics -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter shader-basics --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .claude/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basicsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill shader-basics -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter shader-basics --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/shader-basics .agents/skills/shader-basics && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .agents/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill shader-basics -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter shader-basics --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/shader-basics .cursor/skills/shader-basics && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .cursor/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/shader-basics--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill shader-basics -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter shader-basics --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/shader-basics .gemini/skills/shader-basics && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .gemini/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter shader-basicsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill shader-basics -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/shader-basics .github/skills/shader-basics && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .github/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill shader-basics -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter shader-basics --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/shader-basics .opencode/skills/shader-basics && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "shader-basics" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/shader-basics into .opencode/skills/shader-basics/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "shader-basics", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
shader-basicsA 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. 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.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
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.
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.
Links to these hosts (documentation or services it may open):
docs.godotengine.orggithub.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,508 words, ~3,739 tokens.
.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.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.
| Shader Type | Applied To | Use For |
|---|---|---|
canvas_item | 2D nodes (Sprite2D, Control, etc.) | 2D effects — outlines, dissolve, color swap |
spatial | 3D meshes (MeshInstance3D) | 3D materials — water, terrain, toon shading |
particles | GPUParticles2D/3D | Custom particle behavior |
sky | WorldEnvironment | Procedural sky rendering |
fog | FogVolume | Volumetric fog effects |
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).
.gdshader file in the built-in editorOr create a .gdshader file directly in the FileSystem dock.
Godot uses a GLSL ES 3.0-like language with Godot-specific additions.
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;
}shader_type spatial;
void fragment() {
// ALBEDO is the base color (vec3)
ALBEDO = vec3(0.8, 0.2, 0.2);
}| Variable | Type | Description |
|---|---|---|
UV | vec2 | Texture coordinates |
COLOR | vec4 | Output color (set this in fragment()) |
TEXTURE | sampler2D | The node's texture |
VERTEX | vec2 | Vertex position (in vertex()) |
TIME | float | Elapsed time in seconds |
SCREEN_UV | vec2 | Screen-space UV (for screen effects) |
SCREEN_TEXTUREwas removed in Godot 4.0. To read the screen, declare a uniform:uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
| Variable | Type | Description |
|---|---|---|
ALBEDO | vec3 | Base surface color |
METALLIC | float | Metallic value (0.0–1.0) |
ROUGHNESS | float | Roughness value (0.0–1.0) |
NORMAL | vec3 | Surface normal (for normal mapping) |
EMISSION | vec3 | Emissive color |
ALPHA | float | Transparency (enable in render mode) |
VERTEX | vec3 | Vertex position (in vertex()) |
Uniforms expose shader values to the Inspector and code.
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;
}| Hint | Type | Description |
|---|---|---|
hint_range(min, max, step) | float/int | Slider in Inspector |
source_color | vec4 | Color picker in Inspector |
filter_linear_mipmap | sampler2D | Texture filtering mode |
repeat_enable | sampler2D | Allow texture tiling |
hint_normal | sampler2D | Treat as normal map |
var mat: ShaderMaterial = $Sprite2D.material
mat.set_shader_parameter("speed", 2.0)
mat.set_shader_parameter("tint_color", Color.RED)var mat = GetNode<Sprite2D>("Sprite2D").Material as ShaderMaterial;
mat.SetShaderParameter("speed", 2.0f);
mat.SetShaderParameter("tint_color", Colors.Red);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.
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.
Visual shaders provide a node-based graph editor — no code required.
| Use Visual Shaders When | Use Code Shaders When |
|---|---|
| Prototyping effects quickly | Complex math or branching logic |
| Artists need to tweak values | Need precise control over every line |
| Learning shader concepts | Performance-critical shaders |
| Simple effects (color adjust, UV scroll) | Loops or advanced techniques |
| Node | Purpose |
|---|---|
Texture2D | Sample a texture |
ColorConstant | Solid color value |
VectorOp | Math operations on vectors |
ScalarOp | Math operations on floats |
Mix | Lerp between two values |
Step / SmoothStep | Threshold / smooth threshold |
Time | Current time (for animation) |
UV | Texture 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
Inputnodes —in_shadow_pass(vertex/fragment; maps to theIN_SHADOW_PASSbuilt-in,truewhen the shader is being rendered in a shadow mapping pass — render objects differently in shadow maps than in the regular pass) andspecular_amount(light(); maps toSPECULAR_AMOUNT—2.0×light_specularfor OmniLight3D/SpotLight3D,1.0for DirectionalLight3D).
⚠️ Changed in Godot 4.7: The
LinearToSRGBvisual shader node no longer clamps its output to[0.0, 1.0]when using the Forward+ or Mobile renderer — HDR values above1.0now pass through. Graphs that relied on the implicit clamp produce different output; add an explicitClampnode to restore the old behavior. See the 4.7 migration guide.
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.
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.
Render modes go on the first line after shader_type and control how the shader interacts with the rendering pipeline.
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 alphashader_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 blendingGodot 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.
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.
SMAA can be combined with MSAA (for geometry edge aliasing) or used standalone. It does not require any shader code changes.
| AA Mode | Sharpness | GPU cost | Ghosting |
|---|---|---|---|
| Disabled | N/A | None | None |
| FXAA | Low (blurry) | Very low | Low |
| SMAA | High | Low | Very low |
| TAA | Medium (slight blur) | Medium | Possible |
| MSAA 4x | High | High | None |
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.
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.
| Symptom | Cause | Fix |
|---|---|---|
| Shader has no visible effect | Material not assigned or shader not saved | Check node's Material property in Inspector |
| Transparent parts render as black | Alpha not handled in shader | Set COLOR.a = tex.a; and use appropriate blend mode |
| Uniform doesn't appear in Inspector | Typo in uniform name or wrong type | Re-save the shader; check for compilation errors |
| Texture appears stretched/tiled | Missing repeat_enable or wrong UV scale | Add repeat_enable hint to sampler2D uniform |
| Shader works in editor but not in game | Screen texture uniform needs backbuffer | Use hint_screen_texture on a sampler2D uniform (Godot 4.x) |
| Performance drops with many shaders | Each unique shader = draw call break | Share ShaderMaterial instances; use uniforms for variation |
| Screen-space UV is wrong | SCREEN_UV not available in some contexts | Ensure the node is rendered in the correct viewport |
| Visual shader node missing | Node was renamed or removed in newer Godot version | Check 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 fromvertex()stop compiling after upgrading. Move the call intofragment(). See GH-118962.
canvas_item for 2D, spatial for 3D)hint_range, source_color, filter_linear_mipmap)TEXTURE is sampled in canvas_item shaders (otherwise sprite content is lost)COLOR.a correctly and use blend_mix render mode_processhint_screen_texture on a sampler2D uniform (Godot 4.x approach)© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 6 other files (references) in skills/shader-basics of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Shader Basics 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Shader Basics this skilljame581/GodotPrompter | 799 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Godot UI Rich Textthedivergentai/GD-Agentic-Skills | 816 | — | ~3.2k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Genre Card Gamethedivergentai/GD-Agentic-Skills | 816 | — | ~3.1k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Particlesthedivergentai/GD-Agentic-Skills | 816 | — | ~3.4k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Shaders Basicsthedivergentai/GD-Agentic-Skills | 816 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 | |
| Scenario Godot Shadersscenario-labs/skills | 931 | — | ~4.9k | Automated safety check: Pass | MIT |
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Works with
Categories
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.
Shader Basics fits situations like: implementing shaders — Godot shader language; common visual recipes; post-processing effects.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Shader Basics is instructions for the agent only.
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.
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.
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.
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.
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.
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.