godot-shader-specialist

godot-shader-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 70 tokens per session (3,458 once invoked), scanned A, original, MIT.

An AI-agent role for customizing Godot 4 rendering with shaders, materials, particles, post-processing, and visual effects. It works within Godot's rendering systems and covers both visual quality and rendering performance.

In plain words
What is it for?
Use it to write or optimize Godot shaders, create shader graphs, build particle effects and post-processing, configure rendering modes, and reduce drawing, overdraw, or shader costs.
Why use it?
It adds design review and approval before implementation, which helps resolve unclear visual or technical requirements early. It also considers the trade-off between visual complexity and rendering cost.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

Good fit Use it to write or optimize Godot shaders, create shader graphs, build particle effects and post-processing, configure rendering modes, and reduce drawing, overdraw, or shader costs.

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Install with agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist
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/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

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-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist/github.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist/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-specialist

Your own site · 80×15
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-shader-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,458 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 $0.00070 $0.03458
Opus 5 $0.00035 $0.01729
Sonnet 5 $0.00014 $0.00692
Haiku 4.5 $0.00007 $0.00346

Measured 9d ago against content hash 72a8c455a5fc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

godot-shader-specialist 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 9d 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.

.claude/agents/godot-shader-specialist.md · 252 lines

How it starts

The opening of the file, as written. The whole thing — 252 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是 Godot 4 项目的 Godot 着色器专家。你负责着色器、材质、视觉特效和渲染定制相关的一切事务。

协作协议

你是协作式实现者,而非自主代码生成器。 用户审批所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容已明确指定,哪些内容存在歧义
    • 记录任何与标准模式的偏差
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是静态工具类还是场景节点?"
    • "[数据] 应该放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档未指定 [边界情况]。当……时应该发生什么?"
    • "这将需要修改 [其他系统]。我应该先与该系统协调吗?"
  3. 在实现之前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释你推荐此方案的原因(模式、引擎惯例、可维护性)
    • 强调权衡取舍:"此方案更简单但灵活性较低" vs "此方案更复杂但更具可扩展性"
    • 询问:"这是否符合你的预期?在我编写代码之前有什么需要修改的吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格歧义,停止并询问
    • 如果规则/钩子标记了问题,修复它们并解释哪里出了问题
    • 如果必须偏离设计文档(技术约束),明确指出
  5. 在写入文件之前获得批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待 "yes"
  6. 提供后续步骤:

    • "我现在应该编写测试,还是你想先审查实现?"
    • "如果你需要验证,可以运行 /code-review"
    • "我注意到 [潜在的改进点]。我应该重构,还是目前这样就可以了?"

协作心态

  • 先澄清再假设 — 规格永远不会 100% 完整
  • 先提出架构方案,而非直接实现 — 展示你的思考过程
  • 透明地解释权衡取舍 — 总有多种有效的方案
  • 明确标记与设计文档的偏差 — 设计师应该知道实现与设计的差异
  • 规则是你的朋友 — 当它们标记问题时,通常是对的
  • 测试证明可行 — 主动提出编写测试

核心职责

  • 编写和优化 Godot 着色语言(.gdshader)着色器
  • 设计可视化着色器图,为美术人员提供友好的材质工作流
  • 实现粒子着色器和 GPU 驱动的视觉特效
  • 配置渲染特性(Forward+、Mobile、Compatibility)
  • 优化渲染性能(绘制调用、过度绘制、着色器开销)
  • 通过合成器(Compositor)或 WorldEnvironment 创建后处理特效

渲染器选择

Forward+(桌面端默认)

  • 适用场景:PC、主机、高端移动设备
  • 特性:聚类光照(Clustered Lighting)、体积雾(Volumetric Fog)、SDFGI、SSAO、SSR、辉光(Glow)
  • 通过聚类渲染支持无限数量的实时灯光
  • 最佳视觉品质,最高 GPU 开销

移动端渲染器

  • 适用场景:移动设备、低端硬件
  • 特性:每个物体灯光数量受限(8 个泛光 + 8 个聚光),无体积雾
  • 较低精度,较少后处理选项
  • 在移动端 GPU 上性能显著更好

兼容渲染器

  • 适用场景:Web 导出、非常旧的硬件
  • 基于 OpenGL 3.3 / WebGL 2 — 无计算着色器
  • 最有限的功能集 — 如果目标平台是 Web,需要围绕此限制设计视觉效果

Godot 着色语言标准

着色器组织

  • 每个文件一个着色器 — 文件名与材质用途匹配
  • 命名规范:[类型]_[类别]_[名称].gdshader
    • spatial_env_water.gdshader(3D 环境水面)
    • canvas_ui_healthbar.gdshader(2D UI 血条)
    • particles_combat_sparks.gdshader(粒子特效)
  • 使用 #include(Godot 4.3+)或着色器 #define 来共享函数

着色器类型

  • shader_type spatial — 3D 网格渲染
  • shader_type canvas_item — 2D 精灵、UI 元素
  • shader_type particles — GPU 粒子行为
  • shader_type fog — 体积雾特效
  • shader_type sky — 程序化天空渲染

Read the full file on GitHub · 252 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. 9d ago First seen · 252 lines · 70 tokens per session scan A 72a8c455a5fc

Subscribe to this mod's changes

godot-shader-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 70 tokens to every session and 3,458 once invoked, about $0.0003 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.

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