godot-shaders

godot-shaders is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 107 tokens per session (1,584 once invoked), scanned A, original, Apache-2.0.

A guide for writing Godot 4.7 shader files, which control how 2D and 3D graphics are drawn. It covers effects such as outlines, dissolves, water, toon shading, and screen-based visual effects.

In plain words
What is it for?
Use it when creating .gdshader files or ShaderMaterials for 2D sprites and interfaces, 3D surfaces, animated textures, custom lighting, or post-processing effects.
Why use it?
It explains how to connect shader code to Godot materials and expose adjustable settings in the editor. This avoids having to work out the Godot-specific syntax and setup alone.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit Use it when creating .gdshader files or ShaderMaterials for 2D sprites and interfaces, 3D surfaces, animated textures, custom lighting, or post-processing effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 15 skills.

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-shaders

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 107 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,584 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
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • 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 $0.00107 $0.01584
Opus 5 $0.00053 $0.00792
Sonnet 5 $0.00021 $0.00317
Haiku 4.5 $0.00011 $0.00158

Measured 12d ago against content hash 15bf46f7b0af, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-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 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.

skills/godot/godot-shaders/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Shaders (4.x)

Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.7.

When to use

  • Use when writing .gdshader code or a ShaderMaterial: 2D effects (outline, dissolve, flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects.

When not to use: the cross-engine concepts of shading (UVs, vertex/fragment theory) → shader-programming; particles/VFX nodes → general 3D; non-shader visuals.

Core workflow

  1. Pick the shader type on the first line: shader_type canvas_item; for 2D (Sprite2D, TextureRect, anything CanvasItem) or shader_type spatial; for 3D materials. (particles, sky, fog also exist.)
  2. Attach via a ShaderMaterial. Create a ShaderMaterial, assign your .gdshader, and put it on the node's material. Uniforms appear in the Inspector.
  3. Write fragment() to set the output: COLOR (2D) or ALBEDO/EMISSION/ALPHA (3D). Optionally vertex() to move geometry and light() for custom lighting.
  4. Expose tunables as uniforms with hints (source_color, hint_range) so they are editable and correctly color-managed.
  5. Animate with the built-in TIME and sample textures with texture(tex, UV).
  6. Set uniforms from code with material.set_shader_parameter("name", value).

Patterns

1. 2D (canvas_item): tint + scrolling UV

shader_type canvas_item;

uniform vec4 tint : source_color = vec4(1.0);     // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;

void fragment() {
    vec2 uv = UV;
    uv.x += TIME * scroll_speed;                  // scroll horizontally over time
    COLOR = texture(TEXTURE, uv) * tint;          // TEXTURE = the node's texture
}

2. 2D dissolve using a noise threshold

shader_type canvas_item;

uniform sampler2D noise : repeat_enable;          // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    float n = texture(noise, UV).r;
    if (n < amount) {
        discard;                                  // cut the pixel away
    }
    COLOR = tex;
}

Read the full file on GitHub · 146 lines

Files

What ships with it

1 file 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. 12d ago First seen · 146 lines · 107 tokens per session scan A 15bf46f7b0af

Subscribe to this mod's changes

godot-shaders is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 107 tokens to every session and 1,584 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 2026-08-30.