godot-shaders

Godot shading language skill for visual shaders, custom rendering, and material effects.

509 stars

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

$curl -o ~/.claude/skills/godot-shaders/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/godot-shaders/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/godot-shaders/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How godot-shaders Compares

Feature / Agentgodot-shadersStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/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/)

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