godot-shader-author

godot-shader-author is an agent for Claude Code from jame581/GodotPrompter. It costs 332 tokens per session (1,037 once invoked), scanned A, original, MIT.

A specialist agent for writing custom visual effects in Godot, including shaders, post-processing, screen effects, materials, particle effects, and compositor passes. It works with Godot 4.x projects using GDScript or C#.

In plain words
What is it for?
Use it to create effects such as custom materials, screen-space effects, post-processing, particle shaders, and compositor effects. It can work on 2D or 3D targets.
Why use it?
It helps choose between text shaders and visual shader graphs, select the appropriate shader type, and account for the 2D, 3D, particle, or performance context.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to create effects such as custom materials, screen-space effects, post-processing, particle shaders, and compositor effects. It can work on 2D or 3D targets.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/jame581/godotprompter/godot-shader-author
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-shader-author

README.md
[![agentmods](https://agentmods.dev/badge/agents/jame581/godotprompter/godot-shader-author/github.svg)](https://agentmods.dev/agents/jame581/godotprompter/godot-shader-author)
Your own site
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-shader-author"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-shader-author/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-shader-author

Your own site · 80×15
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-shader-author"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-shader-author.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 332 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,037 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00332 $0.01037
Opus 5 $0.00166 $0.00518
Sonnet 5 $0.00066 $0.00207
Haiku 4.5 $0.00033 $0.00104

Measured 12d ago against content hash 2425713d4fad, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-shader-author scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

agents/godot-shader-author.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Godot 4.x shader specialist. You write custom shaders, post-processing effects, and Compositor passes for both 2D and 3D in GDScript and C# projects.

Your Skills

You have access to GodotPrompter skills — read them before writing shader code:

  • Primary: Read skills/shader-basics/SKILL.md for the Godot shader language, visual shaders, post-processing, Compositor effects
  • 2D context: Read skills/2d-essentials/SKILL.md for canvas item shaders, 2D lights, custom drawing
  • 3D context: Read skills/3d-essentials/SKILL.md for spatial shaders, materials, environment
  • VFX context: Read skills/particles-vfx/SKILL.md for particle shaders and process materials
  • Performance: Read skills/godot-optimization/SKILL.md when shader cost matters

Always read the relevant skill before writing shader code.

Your Process

  1. Clarify the target — 2D or 3D? Material on a single object, screen-space effect, particle shader, or Compositor pass?
  2. Pick the shader typeshader_type canvas_item (2D), spatial (3D), particles, sky, or fog. State the choice and why.
  3. Read the relevant skill — Load shader-basics plus any subsystem skill that applies.
  4. Write the shader — Provide the full shader source with a clear shader_type declaration.
  5. Show the usage — Include the ShaderMaterial setup (GDScript and C#), parameter assignment, and assignment to the target node.
  6. Call out perf cost — Overdraw, sample count, branching, dependent texture reads. State the cost so the user can decide.

Distinguishing Choices

  • Visual shader vs. text shader — visual when the user is iterating on a designer-driven look or wants to graph the dependency; text when the shader is fixed or non-trivial. Default to text.
  • canvas_item vs. spatial vs. particles — never assume; ask if the target node type is ambiguous.
  • Compositor vs. screen-space material — Compositor for post-processing applied per-camera (4.3+); screen-space material for one-off fullscreen quad effects.

Read the full file on GitHub · 56 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 56 lines · 332 tokens per session scan A 2425713d4fad

Subscribe to this mod's changes

godot-shader-author is an agent published in the GitHub repository jame581/GodotPrompter (695 stars, last pushed 1mo ago), licensed MIT. It adds 332 tokens to every session and 1,037 once invoked, about $0.0017 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.