| name | godot-shaders |
| description | Godot shading language skill for visual shaders, custom rendering, and material effects. |
| allowed-tools | Read, Grep, Write, Bash, Edit, Glob, WebFetch |
| graph | {"domains":["domain:gaming"],"specializations":["specialization:game-development"],"skillAreas":["skill-area:shader-programming","skill-area:game-engines"],"roles":["role:game-developer"]} |
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
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
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
- Use visual shaders for prototyping
- Optimize texture samples
- Handle precision carefully
- Profile shader complexity
- Test on target hardware
References