MCPInstall

godot-shaders-basics

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.

Installs
691
Last 24h
—
Trending rank
—
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-shaders-basics
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-shaders-basics automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

NEVER Do in Shaders

  • NEVER use discard unconditionally for optimization — It prevents the depth prepass from working effectively. A discarded pixel still costs vertex processing; sometimes not rendering the object is better [1].
  • NEVER use if/else for dynamic states in high-performance shaders — GPUs hate branching. Use mix(), step(), and smoothstep() for mathematical, hardware-optimized selection [5, 21].
  • NEVER compare floats exactly — Hardware precision varies; if (v == 0.5) is unreliable. Use abs(a - b) < epsilon or step().
  • NEVER use standard Alpha Blending for massive foliage — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable depth prepass and shadow casting [7].
  • NEVER hardcode POSITION to vec4(VERTEX, 1.0) for full-screen quads in 4.3+ — Godot 4.3 uses Reversed-Z depth; this will cause clipping. Use POSITION = vec4(VERTEX.xy, 1.0, 1.0) [8, 9].
  • NEVER duplicate materials to change one color/value on many enemies — Use instance uniform. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10].
  • NEVER use TIME without a speed multiplier — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.
  • NEVER forget hint_source_color for color uniforms — Without it, the engine treats colors as linear math, leading to incorrect gamma and washed-out visuals in the inspector.
  • NEVER calculate complex math in fragment() that could be in vertex() — vertex() runs once per point; fragment() runs millions of times per frame. Interpolate values via varying instead.
  • NEVER use #define macros for dynamic runtime toggles — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.
  • NEVER forget to normalize vectors — Using reflect(dir, normal) on unnormalized vectors causes severe rendering artifacts and incorrect lighting math.
  • NEVER modify UV without bounds checking or fract() — Shifting UVs beyond 0.0-1.0 without repeat wrapping or clamping will sample edge pixels or return black, breaking texture consistency.

Scenario → Script Triggers

MANDATORY for the matching effect. Do NOT Load beginner canvas_item tint recipes or built-in variable glossaries here.

GoalScript
Per-enemy hitflash without breaking batchesMANDATORY instance_uniform_hitflash.gdshader
Foliage wind + shadowsMANDATORY foliage_wind_sway_expert.gdshader (alpha scissor/hash — not unconditional discard)
Dissolve that keeps depth-prepassMANDATORY dissolve_scissor_expert.gdshader
PostFX pixelate / stylizeMANDATORY screenspace_hex_pixelate.gdshader
Full-screen quad (Reversed-Z)MANDATORY screenspace_full_quad.gdshader
Depth → world for water/fogMANDATORY depth_world_reconstruction.gdshader
Grass flatten from playerglobal_grass_flatten.gdshader
UV-less cliffs/rockstriplanar_world_mapping.gdshader
Unique textures on instanced meshesinstance_texture_array.gdshader
Vertex displacement terrainnoise_terrain_displacement.gdshader
Animate uniforms at runtimeshader_parameter_animator.gd
VFX port templatevfx_port_shader.gdshader

Golden path for cutouts/dissolve: ALPHA_SCISSOR / alpha hash (see dissolve + foliage scripts) — not discard for optimization. NEVER list explains why.

Available Scripts

instance_uniform_hitflash.gdshader

Instance-uniform flashes; one material, many unique intensities.

dissolve_scissor_expert.gdshader

Mask dissolve with ALPHA_SCISSOR for depth-prepass + shadows.

foliage_wind_sway_expert.gdshader

World-space wind sway for foliage batches.

global_grass_flatten.gdshader

global uniform player interaction flattening grass.

screenspace_hex_pixelate.gdshader

hint_screen_texture stylized postFX.

screenspace_full_quad.gdshader

Reversed-Z-safe full-rect post pass.

depth_world_reconstruction.gdshader

hint_depth_texture → world position.

triplanar_world_mapping.gdshader

World-axis projection without UVs.

instance_texture_array.gdshader

sampler2DArray + instance uniform for unique batched textures.

noise_terrain_displacement.gdshader

Vertex noise displacement.

vfx_port_shader.gdshader

Validated VFX shader template.

shader_parameter_animator.gd

Tween/runtime uniform animation without AnimationPlayer.

shader_warmup_loader.gd

Pre-warm shader pipelines during loading screens to avoid first-frame stutter.

Expert Pointers

  • Move invariant math to vertex(); pass via varying.
  • Color uniforms need hint_source_color.
  • Prefer Official Docs for shading-language builtins; this skill owns batching, scissor, screenspace, and depth routing.

Deep recipes (on demand)

LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.

TopicReference
2D dissolve/wave/outline2d-effect-recipes.md
3D toon + vignette3d-and-postfx-recipes.md
Uniforms / built-insuniforms-and-builtins.md
Fog, compute, warmupexpert-advanced-patterns.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Introduction to shaders — Entry map of shader types, render modes, and when to use ShaderMaterial vs StandardMaterial3D.
  • Shading language — Core GLSL-like syntax: uniforms, hints, varyings, built-ins, and preprocessor rules used throughout this skill.
  • CanvasItem shaders — 2D canvas_item built-ins (UV, COLOR, TEXTURE, SCREEN_UV) for sprites, UI, and 2D post FX.
  • Spatial shaders — 3D spatial built-ins (ALBEDO, NORMAL, instance uniform, depth/screen textures) for materials and full-screen quads.
  • Your first 2D shader — Minimal canvas_item workflow from ShaderMaterial attach through fragment tinting.
  • Your first 3D shader — Minimal spatial workflow and conversion path from StandardMaterial3D into writable shaders.
  • ShaderMaterial — Runtime set_shader_parameter / instance parameter API used by animators and hit-flash batching.
  • Custom post-processing — Screen-reading shaders, hint_screen_texture, and compositing patterns for pixelate/vignette-style FX.
  • Advanced post-processing — Depth buffer, reversed-Z, and world reconstruction needed for water/fog/debug visualizers.
  • Compute shaders — RenderingDevice GPGPU path for particle sims and other non-fragment workloads.
  • Using VisualShaders — Graph editor + VisualShaderNodeCustom extensibility covered in the expert patterns.
  • GPU optimization — Overdraw, transparency, and batching guidance that motivates alpha scissor, instance uniforms, and vertex-vs-fragment cost.

Related Skills

Prerequisites

  • godot-project-foundations — Nodes, Resources, and project layout required before attaching ShaderMaterials and shipping .gdshader assets.
  • godot-resource-data-patterns — Sharing vs duplicating ShaderMaterial/Shader Resources so uniforms and instance parameters stay batch-friendly.

Complements

  • godot-3d-materials — StandardMaterial3D/ORM first; graduate to spatial shaders for triplanar, dissolve, and instance-uniform effects.
  • godot-3d-lighting — How custom ALBEDO/EMISSION/light() output interacts with Forward+, GI, and fog volumes.
  • godot-particles — Particle process/draw materials and alpha pipelines that must match scissor/hash vs blend choices from this skill.
  • godot-2d-animation — CanvasItem shader hooks for stylized 2D motion, outline, and dissolve on animated sprites.
  • godot-camera-systems — Camera near/far and view/projection matrices that screen-space and depth-reconstruction shaders depend on.
  • godot-performance-optimization — Draw-call batching, MultiMesh, and GPU budgets that justify instance uniform and avoiding unique materials.
  • godot-debugging-profiling — GPU/overdraw profilers and debug views to validate shader cost and depth/normal visualizers.

Downstream / consumers

  • godot-procedural-generation — Procedural meshes/terrain consume noise displacement, triplanar, and UV-less spatial patterns from this skill.
  • godot-3d-world-building — Large environment props apply foliage wind, grass flatten, and world-projection shaders at level scale.
  • godot-genre-open-world — Open-world foliage interaction, distance FX, and shared-material batching consume these shader templates.

Master

  • godot-master — Library router and mirrored module entry for cross-skill discovery.

FAQ

What does the godot-shaders-basics skill do?

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.

How do I install godot-shaders-basics?

Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-shaders-basics in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-shaders-basics/ (personal) or .claude/skills/godot-shaders-basics/ (project).

Which AI agents can use godot-shaders-basics?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is godot-shaders-basics safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains godot-shaders-basics?

It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 691 recorded installs.

More from thedivergentai/game-dev-agentic-skills

View all →

godot-master

thedivergentai/game-dev-agentic-skills

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

godot-2d-animation

thedivergentai/game-dev-agentic-skills

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).

Frontend & Design688 installs

godot-ui-theming

thedivergentai/game-dev-agentic-skills

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.

Frontend & Design623 installs

godot-gdscript-mastery

thedivergentai/game-dev-agentic-skills

Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.

godot-particles

thedivergentai/game-dev-agentic-skills

Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emissionshape, colorramp, subemitter, oneshot.

Media & Creative614 installs

godot-save-load-systems

thedivergentai/game-dev-agentic-skills

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

Popular ai & agents skills

View category →

google-agents-cli-publish

google/agents-cli

This skill should be used when the user wants to "publish an agent", "publish my ADK agent", "register an agent with Gemini", "publish to Gemini" (formerly Gemini Enterprise), or needs guidance on the agents-cli publish gemini command. Also use when the user wants to "manage agents in Agent Registry", "list/update/delete registered agents", or "register an MCP server". Covers ADK vs A2A registration modes, programmatic and interactive usage, flag reference, auto-detection from deployment metadata, Agent Registry fleet management, and troubleshooting. Part of the agents-cli skills suite. Do NOT use for deployment (use google-agents-cli-deploy).

AI & Agents513.9K installs

google-agents-cli-eval

google/agents-cli

This skill should be used when the user wants to "run an evaluation", "evaluate my agent", "evaluate my ADK agent", "write an eval dataset", "analyze eval failures", "compare eval results", "optimize agent", or needs guidance on the Gemini platform eval methodology and the Quality Flywheel. Covers eval metrics, dataset schema, LLM-as-judge scoring, and common failure causes. Applies to any agents-cli project, whatever framework the agent is written in. Do NOT use for agent API code patterns (ADK: use google-agents-cli-adk-code), deployment (use google-agents-cli-deploy), or project scaffolding (use google-agents-cli-scaffold).

AI & Agents513.5K installs

skill-creator

anthropics/skills

Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.

OfficialAI & Agents416.4K installs

codex-pet

prime-skills/runcomfy-agent-skills

Codex Pet generator on RunComfy. Build a Codex-compatible Codex Pet spritesheet.webp + pet.json from a single reference image, drop it into ${CODEXHOME:-$HOME/.codex}/pets/ / and Codex picks it up as a custom Codex Pet next to the 8 built-ins. This skill produces the exact Codex Pet atlas Codex expects (1536x1872 PNG/WebP, 8 cols x 9 rows, 192x208 cells, 9 animation states — idle, running-right, running-left, waving, jumping, failed, waiting, running, review). Calls OpenAI GPT Image 2 edit ONCE via the local RunComfy CLI as runcomfy run openai/gpt-image-2/edit to produce a canonical Codex Pet pose, then assembles all 9 animation rows programmatically with ImageMagick micro-transforms — no Codex Pro, no $imagegen, no OPENAIAPIKEY required, only RUNCOMFYTOKEN. Triggers on "codex pet", "create codex pet", "make codex pet", "hatch codex pet", "/hatch image", "desktop pet codex", "codex pets", "spritesheet.webp", or any explicit ask to build a custom pet for OpenAI Codex.

AI & Agents402.1K installs

full-output-enforcement

leonxlnx/taste-skill

Overrides default LLM truncation behavior. Enforces complete code generation, bans placeholder patterns, and handles token-limit splits cleanly. Apply to any task requiring exhaustive, unabridged output.

AI & Agents401K installs

executing-plans

obra/superpowers

Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available

AI & Agents245.7K installs