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Skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders
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godot-shaders

gamedev-skills/awesome-gamedev-agent-skills
894 installs437 stars
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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders

Summary

>

SKILL.md

Godot Shaders (4.x)

Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.3+.

When to use

  • Use when writing .gdshader code or a ShaderMaterial: 2D effects (outline, dissolve,

flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects.

*When not to use: the cross-engine concepts* of shading (UVs, vertex/fragment theory) → shader-programming; particles/VFX nodes → general 3D; non-shader visuals.

Core workflow

  1. Pick the shader type on the first line: shader_type canvas_item; for 2D

(Sprite2D, TextureRect, anything CanvasItem) or shader_type spatial; for 3D materials. (particles, sky, fog also exist.)

  1. Attach via a ShaderMaterial. Create a ShaderMaterial, assign your .gdshader,

and put it on the node's material. Uniforms appear in the Inspector.

  1. Write fragment() to set the output: COLOR (2D) or ALBEDO/EMISSION/ALPHA

(3D). Optionally vertex() to move geometry and light() for custom lighting.

  1. Expose tunables as uniforms with hints (source_color, hint_range) so they are

editable and correctly color-managed.

  1. Animate with the built-in TIME and sample textures with texture(tex, UV).
  2. Set uniforms from code with material.set_shader_parameter("name", value).

Patterns

1. 2D (canvas_item): tint + scrolling UV

shader_type canvas_item;

uniform vec4 tint : source_color = vec4(1.0);     // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;

void fragment() {
    vec2 uv = UV;
    uv.x += TIME * scroll_speed;                  // scroll horizontally over time
    COLOR = texture(TEXTURE, uv) * tint;          // TEXTURE = the node's texture
}

2. 2D dissolve using a noise threshold

shader_type canvas_item;

uniform sampler2D noise : repeat_enable;          // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    float n = texture(noise, UV).r;
    if (n < amount) {
        discard;                                  // cut the pixel away
    }
    COLOR = tex;
}

3. 3D (spatial): emissive rim light

shader_type spatial;

uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;

void fragment() {
    ALBEDO = base_color.rgb;
    // VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
    float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
    EMISSION = rim_color * rim;
}

4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)

shader_type canvas_item;

// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;

void fragment() {
    vec2 px = SCREEN_PIXEL_SIZE * blur;
    vec4 c = texture(screen_tex, SCREEN_UV);
    c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
    c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
    COLOR = c / 3.0;
}

Set a uniform from GDScript:

$Sprite2D.material.set_shader_parameter("amount", 0.7)

Pitfalls

  • 3.x → 4.x renames. SCREEN_TEXTURE is removed — declare

uniform sampler2D x : hint_screen_texture; and sample with SCREEN_UV. Color hints hint_color→source_color; hint_albedo/hint_white→source_color; hint_range stays. Depth/normal use hint_depth_texture / hint_normal_roughness_texture.

  • Wrong output variable. In canvas_item write COLOR; in spatial write ALBEDO

(and EMISSION, ALPHA, ROUGHNESS, METALLIC). Writing COLOR in a spatial shader does nothing.

  • Color uniforms without source_color are treated as raw linear values and look

wrong (washed/dark) because Godot won't sRGB-convert them.

  • Transparency needs opt-in (3D). For ALPHA < 1.0 to blend, add a render mode or set

the material transparency; otherwise it's opaque/cut.

  • Sampling outside [0,1] UV without repeat_enable clamps. Add : repeat_enable to

the sampler uniform for tiling/scroll.

  • TIME is seconds since start and keeps growing — wrap with fract()/mod() for

periodic effects to avoid precision drift.

  • discard is costly on some hardware and breaks early-Z; prefer setting ALPHA/

COLOR.a when you can.

References

  • For built-in variables per shader type, render modes, varying, custom light(),

vertex() displacement, and the visual shader graph, read references/shading-language.md.

Related skills

  • shader-programming — engine-agnostic shader concepts (GLSL/HLSL).
  • godot-3d-essentials — materials, environment, and where spatial shaders live.
  • godot-ui-control — applying shaders to UI for effects.

Score

0–100
55/ 100

Grade

C

Popularity15/30

894 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Godot Shaders skill score badge previewScore badge

Markdown

[![Godot Shaders skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders/badges/score.svg" alt="Godot Shaders skill"/></a>

Godot Shaders FAQ

How do I install the Godot Shaders skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Godot Shaders skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Godot Shaders skill free?

Yes. Godot Shaders is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Godot Shaders work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Godot Shaders works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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