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.
npx skills add nguyenchiencong/godot-mcp-cli --skill godot-shader-debugginggit clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cliWrote 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/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging)<a href="https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging/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/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging"><img src="https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00107 | $0.02226 |
| Opus 5 | $0.00053 | $0.01113 |
| Sonnet 5 | $0.00021 | $0.00445 |
| Haiku 4.5 | $0.00011 | $0.00223 |
Grade A, and why
godot-shader-debugging 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 10d 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.
How it starts
The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Shader Debugging
Critical rule
All runtime shader tools require the game running from the editor with the debugger attached: start with run_project or run_specific_scene (F5), never run_current_scene (F6). Without a debug session the tools report "No active runtime session". The editor-side diagnostics (shader_get_warnings, shader_project_health) do not need a running game.
Quick start
godot-mcp run_project
godot-mcp shader_debug_snapshot --node-path "/root/TestMainScene/ShaderVisuals/SoloSprite"
godot-mcp shader_set_uniform --node-path "/root/TestMainScene/ShaderVisuals/SoloSprite" --uniform-name "speed" --value 3.5
godot-mcp capture_running_game
godot-mcp shader_hot_reload --shader-path "res://test_runtime_material.gdshader" --content "<new source>"
Workflows
The shader debugging loop
- Snapshot the material to see the code, type, render modes, and every uniform with its live value, default, and hint:
shader_debug_snapshot. - Tweak a uniform:
shader_set_uniform(per-node, or shader-wide with--shader-path). - Visualize what the shader sees:
shader_debug_visualize --mode uv(alsonormals,screen_pos,world_pos, orcustomwith--expression) injects a temporary visualization into the live shader only, never writing files; finish with--mode offto restore the original code. - Capture the rendered frame to see the result:
capture_running_game. The frame is read afterframe_post_drawand is at most one frame old; a uniform set in the same turn may still show the pre-change frame. Pass--node-pathto crop to a 2D node's on-screen region. - When the shader source itself is wrong, hot reload it:
shader_hot_reloadapplies the new code to every material using the shader, then best-effort syncs the.gdshaderfile.shader_reload_from_diskruns the opposite direction: it pushes the current file content from disk into the running game (disk is the source of truth). - Roll back a bad reload by re-calling
shader_hot_reloadwith--contentset to the reply'sprevious_code; there is no separate revert tool. - Toggle
shader_debug_overlayfor wireframe or normal geometry visualization;offresets.
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.
- 10d ago First seen · 92 lines · 107 tokens per session scan A 3e0134fc4516
godot-shader-debugging is a skill published in the GitHub repository nguyenchiencong/godot-mcp-cli (11 stars, last pushed 6d ago), licensed MIT. It adds 107 tokens to every session and 2,226 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 2026-08-31.
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