gamedev-shaders

gamedev-shaders is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 102 tokens per session (3,776 once invoked), scanned A, original, MIT.

A guide to writing and debugging shaders, materials, visual effects, and full-screen image effects in Godot, Unity, and Unreal. A shader is a small program that tells the graphics processor how to draw pixels or surfaces.

In plain words
What is it for?
Use it to build materials, post-processing effects, visual effects, and engine-specific shaders, or to fix shader compilation and performance problems.
Why use it?
It helps create visual effects using the correct APIs for each engine version and avoid outdated examples that no longer compile. It also covers performance concerns for effects running on the GPU.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to build materials, post-processing effects, visual effects, and engine-specific shaders, or to fix shader compilation and performance problems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ericrisco/rsc-harness/gamedev-shaders
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.

Any agent
npx skills add ericrisco/rsc-harness --skill gamedev-shaders
Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness

Made for: Claude Code, Codex.

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 gamedev-shaders

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-shaders/github.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-shaders/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 gamedev-shaders

Your own site · 80×15
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-shaders"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 102 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,776 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00102 $0.03776
Opus 5 $0.00051 $0.01888
Sonnet 5 $0.00020 $0.00755
Haiku 4.5 $0.00010 $0.00378

Measured 6d ago against content hash 9552bdd8a454, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

gamedev-shaders 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 6d 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.

skills/gamedev-shaders/SKILL.md · 233 lines

How it starts

The opening of the file, as written. The whole thing — 233 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shaders & VFX (game engines)

Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes for the effects people actually ask for.

Version contract — read first

Target the current stable line of each engine and never emit its retired APIs. If unsure a symbol is current, say so rather than guess.

Engine Target Never emit → use instead
Godot 4.x (4.4/4.5 stable) SCREEN_TEXTURE/DEPTH_TEXTURE/NORMAL_TEXTURE built-ins → declare a uniform sampler2D … : hint_screen_texture / hint_depth_texture / hint_normal_roughness_texture. hint_color/hint_albedosource_color. hint_white/hint_blackhint_default_white/hint_default_black. GLES2-era guides.
Unity 6 (6000.x LTS), URP/HDRP Surface shaders (#pragma surface) — Built-in-RP only, they do not compile under URP/HDRP. CGPROGRAM+UnityCG.cginc, UnityObjectToClipPos, mul(UNITY_MATRIX_MVP, v)HLSLPROGRAM + URP Core.hlsl and TransformObjectToHClip(posOS). OnRenderImage/Graphics.Blit post FX → URP Renderer Feature / Fullscreen Shader Graph.
Unreal 5.x (5.4+) SceneTexture:PostProcessInput0 outside a Post Process material; Opacity without a translucent blend mode; Opacity Mask without a Masked blend mode. Prefer graph nodes; drop to a Custom HLSL node only for logic nodes can't express.

shader_type tokens in Godot 4 are exact: spatial, canvas_item (underscore), particles (plural), sky, fog.

Shader fundamentals (the pipeline)

Every engine compiles your material into the same GPU stages. Two you write:

  • Vertex stage — runs once per vertex. Transforms position into clip space and passes interpolated data (UVs, normals, custom varyings) down. Cheap; scales with mesh vertex count.
  • Rasterizer (fixed) turns triangles into fragments and interpolates the vertex outputs.
  • Fragment / pixel stage — runs once per covered pixel (× overdraw). Samples textures, does lighting, writes the final color. Expensive; scales with screen coverage.

Read the full file on GitHub · 233 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 233 lines · 102 tokens per session scan A 9552bdd8a454

Subscribe to this mod's changes

gamedev-shaders is a skill published in the GitHub repository ericrisco/rsc-harness (78 stars, last pushed today), licensed MIT. It adds 102 tokens to every session and 3,776 once invoked, about $0.0005 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 2026-09-03.

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