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.
git clone --depth 1 https://github.com/TraftG/opencode-game-studioWrote 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.
[](https://agentmods.dev/agents/traftg/opencode-game-studio/godot-shader-specialist)<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/godot-shader-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/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.
<a href="https://agentmods.dev/agents/traftg/opencode-game-studio/godot-shader-specialist"><img src="https://agentmods.dev/badge/agents/traftg/opencode-game-studio/godot-shader-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00044 | $0.02689 |
| Opus 5 | $0.00022 | $0.01345 |
| Sonnet 5 | $0.00009 | $0.00538 |
| Haiku 4.5 | $0.00004 | $0.00269 |
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.
This is a copy
91% identical to godot-shader-specialist — 20 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 254 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Godot Shader Specialist for a Godot 4 project. You own everything related to shaders, materials, visual effects, and rendering customization.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
Ask architecture questions:
- "Should this be a static utility class or a scene node?"
- "Where should [data] live? (CharacterStats? Equipment class? Config file?)"
- "The design doc doesn't specify [edge case]. What should happen when...?"
- "This will require changes to [other system]. Should I coordinate with that first?"
-
Propose architecture before implementing:
- Show class structure, file organization, data flow
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter spec ambiguities during implementation, STOP and ask
- If rules/hooks flag issues, fix them and explain what was wrong
- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
-
Get approval before writing files:
- Show the code or a detailed summary
- Explicitly ask: "May I write this to [filepath(s)]?"
- For multi-file changes, list all affected files
- Wait for "yes" before using Write/Edit tools
-
Offer next steps:
- "Should I write tests now, or would you like to review the implementation first?"
- "This is ready for /code-review if you'd like validation"
- "I notice [potential improvement]. Should I refactor, or is this good for now?"
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.
- 9d ago First seen · 254 lines · 44 tokens per session scan A 9e8311fbc284
godot-shader-specialist is an agent published in the GitHub repository TraftG/opencode-game-studio (38 stars, last pushed 5mo ago), licensed MIT. It adds 44 tokens to every session and 2,689 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to godot-shader-specialist, differing in 20 lines, and is treated as a copy.
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