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 writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvasitem, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or…
$ npx skills add scenario-labs/skills --skill scenario-godot-shaders -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-godot-shaders --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .claude/skills/scenario-godot-shaders && 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 "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .claude/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shadersType 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 scenario-labs/skills --skill scenario-godot-shaders -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-godot-shaders --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .agents/skills/scenario-godot-shaders && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .agents/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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 scenario-labs/skills --skill scenario-godot-shaders -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-godot-shaders --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .cursor/skills/scenario-godot-shaders && 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 "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .cursor/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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/scenario-labs/skills.git --path skills/game-engines/godot/scenario-godot-shaders--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 scenario-labs/skills --skill scenario-godot-shaders -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-godot-shaders --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .gemini/skills/scenario-godot-shaders && 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 "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .gemini/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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 scenario-labs/skills scenario-godot-shadersInstalls 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 scenario-labs/skills --skill scenario-godot-shaders -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .github/skills/scenario-godot-shaders && 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 "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .github/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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 scenario-labs/skills --skill scenario-godot-shaders -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-godot-shaders --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-shaders .opencode/skills/scenario-godot-shaders && 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 "scenario-godot-shaders" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/game-engines/godot/scenario-godot-shaders into .opencode/skills/scenario-godot-shaders/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-godot-shaders", 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.
scenario-godot-shadersA skill your agent uses when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvasitem, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or…
Scenario Godot Shaders is an agent skill from scenario-labs/skills. Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvasitem, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out'…
Its SKILL.md is about 4.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 35 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development, covering Game development and Shaders. It works with Godot. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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.
Ships 10 files in scripts/, which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.
From 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.
Scenario Godot Shaders loads about 4.9k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 141 tokens; SKILL.md has 2,165 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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,165 words, ~4,939 tokens.
.claude/skills/scenario-godot-shaders/SKILL.md (or your agent's skills folder). This skill also uses 30 other files; get the full folder from GitHub.Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default, Vulkan through MoltenVK for GPU timing).
Expert level here means every shader is text the agent can diff, compiled under each target renderer, drawn on a real mesh in a window, swept across its parameters and looked at on a contact sheet, with its GPU cost measured against a StandardMaterial3D baseline. Compiling is not the same as working: several 4.7.2 failures only appear when the backend draws, and several bugs produce no error at all. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, the review loop, 4.7 traps).
#include and clean diffs (Godotneers, Shaderland [01:10:09]; Daniel Ilett on the gaps of VisualShader). When a human wants a graph, build the VisualShader in code (add_node, connect_nodes, an Expression node for the maths) and save it as .tres; port names are not exposed to GDScript, so output indices are hard-coded and checked by reading get_code() [added, run 2026-10-02].get_shader_uniform_list() catches language errors per --rendering-method in about 0.4 s per renderer. Stencil reads in the opaque pass and fog shaders under Compatibility only fail when a window draws them. Uninitialized locals and DEPTH written in one branch never fail at all, so the linter checks those [added, run 2026-10-02].instance uniforms, or each mesh dissolves at the wrong height [added].vertex() and fragment() so the crests sit on the wave tops (Bramwell [00:11:57 to 00:20:57]). Use hybrid toon bands, a smoothstep only near each cut, so the bands do not flicker (Dylearn [00:13:42]). Shore foam comes from vertical depth, reconstructed from the depth texture with the reversed-z formula [added].ALPHA or reading the screen or depth texture moves it there. It loses shadows and sorting, and it is invisible to other screen-reading materials (docs). Use ALPHA_SCISSOR_THRESHOLD for dissolves: the material stays opaque and the shadow dissolves too. Scissor is still an alpha test: like discard, it gives up early-Z for that mesh (docs), which costs most on mobile tile GPUs, so swap the dissolve material in only for the effect (P18). Stencil readers must be transparent, with a render_priority above the writer's (LowQualityCoding [00:07:35]).RenderingServer.call_on_render_thread, and no submit or sync (The Pathfinders Codex [00:03:07]). To get results back on the CPU, use a local device, free every RID and test parity against a CPU version (DevPoodle [00:02:21], Crigz [00:11:24]).--headless export with shader_baker/enabled=true silently packs nothing extra [added, run 2026-10-02]..tres, grouped uniforms with hints).gd_shaders.install(project) copies the templates into res://shaders/ and the tools into addons/agentkit/shaders/. Then gd_shaders.lint(path, renderers, project=P).
GATE: no error findings; every warn fixed or justified.gd_shaders.compile_matrix(P, root="res://shaders/").
GATE: ok with an empty failed list for every target renderer.gd_shaders.draw_check(P, files) puts each shader on a drawn mesh, canvas item, sky, particle system or fog volume.
GATE: zero shader_errors and engine_errors in each run..tscn with the camera, the light and the Environment set explicitly: AgX, Glow on or off as the brief says. Water needs ground crossing the water level and objects above and below it. A dissolve needs at least three meshes with different sizes and rotations.
GATE: the scene loads headless with ok, and the project.godot renderer and Jolt settings were checked.gd_shaders.param_sweep(P, scene, shots=...) with kinds shader, instance, global or prop. Open the contact sheet.
GATE: changes behave as expected (a monotonic dissolve, a moving phase), and the sheet shows the intended look in every shot.gd_shaders.renderer_captures(P, scene).
GATE: the look holds under each target renderer; known differences are written down (Compatibility renders brighter and more saturated with the same Environment).gd_shaders.cost_compare(P, {"standard": ..., "hq": ..., "lite": ...}) on Vulkan at 1080p.
GATE: the delta against the baseline is within budget; mobile numbers are marked "desktop proxy".shader_baker/enabled=true. Export once from a windowed process (see procedures.md P14).
GATE: the log shows "Baking shaders (N steps)" and the pack grows. A missing global uniform shows up here as an error.Side paths:
.tres. Read it back with shader_tools.gd:visual_shader, which returns the generated code, the node counts and the uniforms. Then sweep it like a text shader.
GATE: the generated code contains every expected output assignment.compute_probe windowed for the CPU parity check. Use the Texture2DRD job for on-screen output.
GATE: zero mismatches, no leaked RIDs, and frames that change.register_global (it writes the editor's multi-line format). Set live values with RenderingServer.global_shader_parameter_set and keep a copy in an autoload: the getter stalls the render thread (docs). ProjectSettings.set_setting at runtime does not register a global.instance_shader_parameters/dissolve_amount drives an instance uniform; shader_parameter/<name> drives a material uniform (P8).dissolve.gdshader, water_stylized.gdshader plus its include) and setup script: readers may lack the kit.source_color on every color uniform and color sampler, never on normal, roughness or mask data (lint rule source_color).lint rule uniform_budget).TIME wraps at 3,600 s and keeps running while paused (docs): drive pausable motion from global uniform float game_time, written by the game_time.gd autoload (P18).@tool script (pIwQ 09:59 to 12:52). The template uses object space plus an instance uniform vec2 bounds per mesh, which survives movement, scale and sharing.dissolve_swap.gd:swap_in(mi, mat) puts one duplicate per surface (keeping each surface's albedo color and texture) and returns the originals for restore (P18).depth_prepass_alpha with cull_disabled fixes transparent sorting artifacts and keeps shadows (pIwQ 00:01:00).LIGHT_VERTEX (4.3) moves the lit position, for example snapped to a grid for stepped pixel-art light, without touching VERTEX (Dylearn 00:01:25); it draws on all three renderers (P18).stencil_mode outline on dense meshes; an inverted-hull next pass elsewhere (Daniel Ilett 15:18).| Value | Number | Relative to |
|---|---|---|
| Headless compile, 3 renderers, 11 shaders | 1.3 s | M5 Max, run 2026-10-02 |
| First windowed draw (pipeline build) | Metal 7.5 s, Mobile 5.3 s, Compat 1.6 s | cold cache, same probe set |
| Water GPU p50 at 1080p | standard 2.9 to 3.2 ms, HQ 3.4 to 3.5, LITE 3.0 to 3.1 | Vulkan, 3 runs, whole frame |
| HQ water (refraction) over baseline | +0.35 to 0.5 ms | same scene, StandardMaterial3D water |
| Uniform buffer | 65,536 B desktop, 16,384 B mobile; vec3 pads to 16 B | official docs |
| Instance uniforms per shader | 16, no samplers or arrays | docs, sampler rejected by the compiler |
| Water noise | product of 2 pans, pow 1.25 | Bramwell |
| Dissolve edge | width 0.06, emission x6, Glow on | template defaults [added] |
| Compute, 1M floats, submit + sync | Metal 1.2 ms, Vulkan 1.9 to 2.4 ms | local RD, windowed |
| Shader baker, this project | 709 steps, pack 4.9 MB to 18.3 MB, 19 s first bake, 4 to 12 s later | windowed export, Metal limited to SPIR-V without Xcode tools |
TIME | wraps at 3,600 s, ignores pause | docs |
| Shader-driven lockstep | diverged by one pixel after about 60,000 frames across GPU vendors | Leszek Nowak [00:23:39] |
lint has no errors; compile_matrix and draw_check show zero shader errors per target renderer; sweep changes match the intent (0 at the first shot, monotonic for a dissolve, above 0.005 for a moving phase); pixel probes hit the expected colors; cost_compare within budget; compute mismatches == 0 with no leaks; the baker log shows its step count.LIGHT0_DIRECTION puts them.| Mistake | What it looks like | Fix |
|---|---|---|
Godot 3 names (SCREEN_TEXTURE, hint_color, WORLD_MATRIX) | compile error; the message names the uniform to use | hinted uniforms and MODEL_MATRIX; lint rule godot3 |
Full-screen quad with POSITION = vec4(VERTEX, 1.0) | Forward+ and Mobile: the effect shows only over the sky; Compatibility hides the bug | vec4(VERTEX.xy, 1.0, 1.0), flip_faces quad, extra_cull_margin 16384 |
texture(TEXTURE, UV) * COLOR in canvas_item | sprite darker (channel 54 becomes 11) | COLOR already holds texture times modulate |
Global uniform not in [shader_globals] | compiles at runtime with no error and reads another global's value; the baker and editor report it | gd_shaders.register_global before saving the shader |
#include of a .gdshader | "Unknown character #35" | include .gdshaderinc only |
| Stencil read in an opaque material | "reads stencil but is not in the alpha queue" at draw time; nothing masks | write ALPHA (or disable depth draw or depth test), raise render_priority |
| Stencil outline on a box | broken outline at the corners (split normals) | dense smooth meshes, or an inverted hull |
Shared dissolve material with one bounds | small meshes vanish at once, big ones never finish | instance uniform vec2 bounds per mesh |
textureLod on the screen texture without a mipmap filter | blur stays sharp | filter_linear_mipmap |
hint_normal_roughness_texture on Mobile or Compatibility | compile error under that renderer | Forward+ only, or a #if CURRENT_RENDERER branch |
Shader baker enabled, --headless export | same pack size, no log line | export from a windowed process |
Tween on shader_parameter/x left at its default | "Type mismatch ... Nil and float"; the tween never finishes | set_shader_parameter once before tweening (unset values read null) |
| Measuring motion from capture frame counts | water looks frozen between frames | sweep wave_speed as a phase offset |
TIME for gameplay-synced motion | keeps scrolling in the pause menu | game_time global from an autoload (P18) |
.gdshader, .gdshaderinc and VisualShader .tres files, ShaderMaterial setup code, instance and global uniform names with ranges, the sweep sheet and the cost table.instance_shader_parameters/<name>); scenario-godot-rendering-lighting (full-screen effects for a CompositorEffect).#if CURRENT_RENDERER == RENDERER_COMPATIBILITY (4.4+) for the NDC formula.stencil_mode, and the BaseMaterial3D stencil_mode presets (outline, X-ray), which create their own next_pass. These run in Forward+ and Compatibility on 4.7.2.texture_get_data_async (4.4) are current.references/expert-notes.md (principles by expert, timestamps, 4.7.2 observations), procedures.md (P1 to P18, code, tests, results), critique.md (rubric), gui-paths.md (editor paths), sources.md (sources and timestamps).scripts/gd_shaders.py: install, lint, uniforms and budget, globals, compile_matrix, draw_check, param_sweep, renderer_captures, cost_compare.scripts/agentkit/shaders/: shader_tools.gd, dissolve_swap.gd, game_time.gd and the templates (water HQ and LITE, dissolve, fullscreen_depth, portal writer and reader, sky_toon, hit_flash).© scenario-labs, 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 30 other files (scripts, references) in skills/game-engines/godot/scenario-godot-shaders of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Godot Shaders this skillscenario-labs/skills | 946 | — | ~4.9k | Automated safety check: Pass | MIT | |
| Godot UI Rich Textthedivergentai/GD-Agentic-Skills | 821 | — | ~3.2k | Automated safety check: Pass | LGPL-3.0 | |
| Shader Basicsjame581/GodotPrompter | 805 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Godot Genre Card Gamethedivergentai/GD-Agentic-Skills | 821 | — | ~3.1k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Particlesthedivergentai/GD-Agentic-Skills | 821 | — | ~3.4k | Automated safety check: Pass | LGPL-3.0 | |
| Godot Shaders Basicsthedivergentai/GD-Agentic-Skills | 821 | — | ~3.3k | Automated safety check: Pass | LGPL-3.0 |
thedivergentai/GD-Agentic-Skills
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects.
jame581/GodotPrompter
A skill your agent uses when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
thedivergentai/GD-Agentic-Skills
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop…
thedivergentai/GD-Agentic-Skills
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders.
thedivergentai/GD-Agentic-Skills
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials.
925236118/AlphaAgent
Godot 4 Shader 基础语法与数学,包含类型系统、Uniform变量、内置函数及实用技巧. An agent skill from 925236118/AlphaAgent.
scenario-labs/skills
A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…
scenario-labs/skills
A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.
scenario-labs/skills
A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…
scenario-labs/skills
A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…
scenario-labs/skills
A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…
scenario-labs/skills
A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…
Works with
Categories
A skill your agent uses when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvasitem, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or…. Scenario Godot Shaders is an agent skill from scenario-labs/skills.
Scenario Godot Shaders fits situations like: fixing Godot 4.7 shaders: .gdshader code (spatial; visualShader graphs built in code; portals with the stencil buffer; screen-texture post-processing.
Run `npx skills add scenario-labs/skills --skill scenario-godot-shaders -a claude-code`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-shaders in scenario-labs/skills) into .claude/skills/scenario-godot-shaders in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-godot-shaders -a codex`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-shaders in scenario-labs/skills) into .agents/skills/scenario-godot-shaders 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 scenario-labs/skills --skill scenario-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/scenario-godot-shaders, .gemini/skills/scenario-godot-shaders, .github/skills/scenario-godot-shaders and .opencode/skills/scenario-godot-shaders in your project.
Going by SKILL.md and its folder, Scenario Godot Shaders needs the command-line tools its instructions call (npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Scenario Godot Shaders is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.9k tokens (SKILL.md is roughly 20k 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 14k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario 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.
scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.
Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.