mcpbeat Sign in

Godot Shaders Agent Skill

> and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.

2k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders

The instruction itself

11 sections, as written by the author

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

  • 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.)

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

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

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

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

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

editable and correctly color-managed.

  • Animate with the built-in TIME and sample textures with texture(tex, UV).
  • 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_colorsource_color; hint_albedo/hint_whitesource_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.

  • 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.

Other skills for the same job

different authors, same section of the catalogue
Dhdna Profiler
by K-Dense-AI
×1

Extract cognitive patterns and thinking fingerprints from any text. Use this skill when the user wants to analyze how someone thinks, understand cognitive style, profile writing or speech patterns, compare thinking styles between people, asks "what's my thinking style", "analyze how this person reasons", "cognitive profile", "thinking pattern", "DHDNA", "digital DNA", or wants to understand the mind behind any text. Also trigger when the user provides text and wants deeper insight into the author's reasoning patterns, decision-making style, or cognitive signature.

4k tokens
Gsap
by openai
vendor ×1

GSAP animation reference for HyperFrames. Covers gsap.to(), from(), fromTo(), easing, stagger, defaults, timelines (gsap.timeline(), position parameter, labels, nesting, playback), and performance (transforms, will-change, quickTo). Use when writing GSAP animations in HyperFrames compositions.

5k tokens scripts
Image Assistant
by ComeOnOliver
×1

配图助手 - 把文章/模块内容转成统一风格、少字高可读的 16:9 信息图提示词;先定“需要几张图+每张讲什么”,再压缩文案与隐喻,最后输出可直接复制的生图提示词并迭代。

15k tokens scripts zh
Youtube Clipper
by nexu-io

| YouTube clip generation and editing with automated workflows — pull source video, slice highlights, add captions, and export.

298 tokens
Interactivity Best Practices
by remotion-dev
vendor

Best practices for writing Remotion animations that stay intuitive for agents and editable in Remotion Studio Visual Mode.

146 tokens
Youtube Transcript
by browser-act

YouTube transcript extraction and content reformatting: given a YouTube video URL, opens the video's transcript panel, extracts all timestamped segments, and transforms the raw transcript into summaries, chapter outlines, Twitter/X threads, blog posts, or notable quotes. Use when the user shares a YouTube URL or video link, asks to summarize a video, get a transcript, extract content from a YouTube video, get YouTube captions, extract YouTube captions, download YouTube captions, transcribe YouTube video, YouTube video to text, make a thread from YouTube, YouTube to blog post, YouTube to article, pull transcript from YouTube, YouTube content extraction, convert YouTube to text, video to transcript. Also applies when user wants to reformat any YouTube video content into structured output (chapters, threads, blog articles, key quotes).

3k tokens scripts
Ecommerce Full Pipeline
by anbeime

跨境电商全链路自动化工具。集成1688采集、智能清洗、多平台上架(微信小店/Shopify/TikTok)、推广方案(关键词/竞品分析/广告文案)、短视频创作(MoviePy竖屏视频)、一键代发、爆品挖掘(趋势聚合+6维评分)、闲鱼二手选品捡漏(品牌识别/虚标过滤/捡漏评分/价格监控)、全自动流水线(挖掘→采集→清洗→上架→推广→视频)。

2k tokens zh
Historical Interview Scripts
by anbeime

生成历史名人现代访谈短视频文案,通过古今反差与网络热梗的爆笑结合,创作具有传播力的虚构趣味内容

50k tokens scripts zh

How to use it

Copy the folder

Take gamedev-skills/godot-shaders from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.