godot-shader-debugging

godot-shader-debugging is a skill for Claude Code, Codex from nguyenchiencong/godot-mcp-cli. It costs 107 tokens per session (2,226 once invoked), scanned A, original, MIT.

A Godot shader-debugging tool for inspecting and changing shader behavior while a game is running. Godot is a game engine, and shaders are small programs that control how game graphics are drawn.

In plain words
What is it for?
Use it to inspect shader materials, change uniforms, visualize UVs and other coordinates, capture frames, reload shader source, measure performance, and check warnings or project health.
Why use it?
It helps investigate visual problems that are difficult to understand from source code alone. You can compare live values, rendered results, warnings, and frame times while testing changes, with rollback support for hot-reloaded shader code.

Skill for Claude CodeCodex

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

Good fit Use it to inspect shader materials, change uniforms, visualize UVs and other coordinates, capture frames, reload shader source, measure performance, and check warnings or project health.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging
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 nguyenchiencong/godot-mcp-cli --skill godot-shader-debugging
Clone the repo
git clone --depth 1 https://github.com/nguyenchiencong/godot-mcp-cli

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 godot-shader-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging/github.svg)](https://agentmods.dev/skills/nguyenchiencong/godot-mcp-cli/godot-shader-debugging)
Your own site
<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.

agentmods 80×15 button for godot-shader-debugging

Your own site · 80×15
<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>
Per session 107 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,226 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 $0.00107 $0.02226
Opus 5 $0.00053 $0.01113
Sonnet 5 $0.00021 $0.00445
Haiku 4.5 $0.00011 $0.00223

Measured 10d ago against content hash 3e0134fc4516, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/godot-shader-debugging/SKILL.md · 92 lines

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

  1. Snapshot the material to see the code, type, render modes, and every uniform with its live value, default, and hint: shader_debug_snapshot.
  2. Tweak a uniform: shader_set_uniform (per-node, or shader-wide with --shader-path).
  3. Visualize what the shader sees: shader_debug_visualize --mode uv (also normals, screen_pos, world_pos, or custom with --expression) injects a temporary visualization into the live shader only, never writing files; finish with --mode off to restore the original code.
  4. Capture the rendered frame to see the result: capture_running_game. The frame is read after frame_post_draw and is at most one frame old; a uniform set in the same turn may still show the pre-change frame. Pass --node-path to crop to a 2D node's on-screen region.
  5. When the shader source itself is wrong, hot reload it: shader_hot_reload applies the new code to every material using the shader, then best-effort syncs the .gdshader file. shader_reload_from_disk runs the opposite direction: it pushes the current file content from disk into the running game (disk is the source of truth).
  6. Roll back a bad reload by re-calling shader_hot_reload with --content set to the reply's previous_code; there is no separate revert tool.
  7. Toggle shader_debug_overlay for wireframe or normal geometry visualization; off resets.

Read the full file on GitHub · 92 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. 10d ago First seen · 92 lines · 107 tokens per session scan A 3e0134fc4516

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

minecraft-debug-mcp

Operate and debug the live Minecraft bot through its built-in MCP REPL server. Use when work requires starting the bot with pnpm dev, connecting to the local MCP endpoint, inspecting cognitive state/logs/history, injecting synthetic chat/events, or running targeted REPL code against the running brain during…

moeru-ai/airi · 68 tokens

graphics-api-hooking

Analyze Direct3D/DXGI, OpenGL, and Vulkan rendering, presentation, composition, and capture evidence. Use to distinguish API samples, PresentMon event metrics, Tracy instrumentation, compatibility translation, frame images, and validation diagnostics; review swap chains, overlays, resource lifetime, and…

gmh5225/awesome-game-security · 90 tokens

console-get-logs

Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.

IvanMurzak/Unity-MCP · 35 tokens

editor-application-get-state

Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.

IvanMurzak/Unity-MCP · 31 tokens

console-clear-logs

Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.

IvanMurzak/Unity-MCP · 41 tokens

profiler-start

Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.

IvanMurzak/Unity-MCP · 32 tokens