godot-shaders
Godot shading language skill for visual shaders, custom rendering, and material effects.
Best use case
godot-shaders is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Godot shading language skill for visual shaders, custom rendering, and material effects.
Teams using godot-shaders should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/godot-shaders/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How godot-shaders Compares
| Feature / Agent | godot-shaders | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Godot shading language skill for visual shaders, custom rendering, and material effects.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Godot Shaders Skill
Shader development for Godot Engine.
## Overview
This skill provides capabilities for creating shaders using Godot's shading language and visual shader system.
## Capabilities
### Shader Types
- Spatial shaders (3D)
- Canvas Item shaders (2D)
- Particles shaders
- Sky shaders
### Visual Shaders
- Node-based authoring
- Custom nodes
- Shader presets
- Export to code
### Shader Language
- GLSL-like syntax
- Built-in functions
- Uniforms and varyings
- Render modes
### Effects
- Post-processing
- Material effects
- Screen-space effects
- Procedural textures
## Prerequisites
- Godot 4.0+
- Shader knowledge
## Usage Patterns
### Spatial Shader
```glsl
shader_type spatial;
uniform vec4 albedo_color : source_color = vec4(1.0);
uniform float metallic : hint_range(0, 1) = 0.0;
uniform float roughness : hint_range(0, 1) = 0.5;
void fragment() {
ALBEDO = albedo_color.rgb;
METALLIC = metallic;
ROUGHNESS = roughness;
}
```
### Canvas Item Shader
```glsl
shader_type canvas_item;
uniform float outline_width = 2.0;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
void fragment() {
vec4 color = texture(TEXTURE, UV);
// Outline logic
COLOR = color;
}
```
## Best Practices
1. Use visual shaders for prototyping
2. Optimize texture samples
3. Handle precision carefully
4. Profile shader complexity
5. Test on target hardware
## References
- [Godot Shaders](https://docs.godotengine.org/en/stable/tutorials/shaders/)Related Skills
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