Shader programming (cross-engine)
Shaders are small programs that run per vertex and per pixel on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use godot-shaders (or Unity/Unreal material docs) for the exact engine syntax and built-ins.
When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs,
coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve,
outlines, fresnel/rim light, vignette, color grading.
- Use to translate a shader concept between GLSL and HLSL, or between engines.
*When not to use: for an engine's exact shader language and built-ins, use godot-shaders (Godot shading language) or the engine's material docs. For full particle VFX systems, see unreal-niagara. For post-process stacks*, defer to the engine's renderer settings.
Core workflow
- Know which stage you're in. The vertex shader transforms each vertex
into clip space and passes data (UVs, normals) onward; the fragment/pixel shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage.
- Track coordinate spaces. Positions move model → world → view → clip space;
normals belong in world or view space. Mixing spaces is the most common bug.
- Drive effects with UVs and time. UVs are
0..1texture coordinates;
offset, scale, or distort them, and animate with a time uniform.
- Work per pixel, branch-light. Prefer
mix,step,smoothstep, and
clamp over if where possible; GPUs run pixels in lockstep and dislike divergent branches.
- Pass data via uniforms (constant per draw) and varyings (interpolated
vertex→fragment). Keep texture samples few; they dominate cost.
- Verify visually and on target hardware. Shaders that look right on desktop
can break on mobile (precision, missing features). Test where it ships.
Patterns
GLSL-style fragment snippets (close to Godot's canvas_item/spatial shaders and OpenGL). See references/effects.md for the HLSL equivalents and the full outline/fresnel/vignette shaders.
1. Fragment basics: sample, tint, and combine
// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv; // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv)
frag = c * tint; // component-wise multiply tints without clipping
}
2. Scrolling UVs (animated texture) — frame-rate independent
// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time; // seconds, supplied by the engine
uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...)
frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.
3. Dissolve (threshold a noise map, glow the edge)
// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex; // grayscale noise, 0..1
uniform float amount; // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05; // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
vec4 c = texture(tex, uv);
float n = texture(noise_tex, uv).r;
if (n < amount) discard; // cut away dissolved pixels
float e = smoothstep(amount, amount + edge, n); // 0 at the edge -> 1 inside
frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e)
}
4. Fresnel rim light (3D) — brighten glancing angles
// Rim = 1 where the surface faces away from the camera (silhouette glow).
in vec3 world_normal; // normalized, world space (from the vertex stage)
in vec3 view_dir; // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.
Pitfalls
- Mixing coordinate spaces (lighting a world-space normal against a
view-space light) yields subtly wrong shading. Pick one space and convert everything into it.
- Forgetting to normalize interpolated normals/directions: interpolation
shortens vectors, so dot() results drift. normalize() in the fragment stage.
- UV assumptions across engines. Some engines flip V (top-left vs bottom-left
origin); a texture may appear upside-down. Know your engine's convention.
- Heavy branching / dynamic loops stall GPUs. Prefer
step/smoothstep/
mix; reserve if/discard for genuinely cheap early-outs.
discarddefeats early-Z and can hurt performance on tiled mobile GPUs;
prefer alpha blending where you can.
- Precision on mobile:
highpvsmediumpmatters; large UVs or time values
in low precision shimmer. Use adequate precision for coordinates and time.
- Assuming GLSL == HLSL.
mix↔lerp,fract↔frac,texture()↔.Sample(),
vec2↔float2, column- vs row-major matrices. See the reference mapping.
References
references/effects.md— full outline (2D sprite + 3D), vignette, and color
grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godot canvas_item/spatial, Unity ShaderLab/HLSL, Unreal material nodes).
Related skills
godot-shaders— Godot shading language syntax, built-ins, and screen-reading.unreal-niagara— GPU particle VFX (a different shader use).procedural-gen— the noise that drives dissolve and procedural texturing.









