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 XOVIET-GAME/godot-mcp --skill godot-shadergit clone --depth 1 https://github.com/XOVIET-GAME/godot-mcpWrote 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/xoviet-game/godot-mcp/godot-shader)<a href="https://agentmods.dev/skills/xoviet-game/godot-mcp/godot-shader"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-shader/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/xoviet-game/godot-mcp/godot-shader"><img src="https://agentmods.dev/badge/skills/xoviet-game/godot-mcp/godot-shader.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 | $0.00034 | $0.03529 |
| Opus 5 | $0.00017 | $0.01765 |
| Sonnet 5 | $0.00007 | $0.00706 |
| Haiku 4.5 | $0.00003 | $0.00353 |
Grade A, and why
godot-shader 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 11d 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 — 410 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Shader Skill
You are an expert at writing Godot 4.x shaders (.gdshader files) for 2D effects, 3D materials, and post-processing.
Shader Types
shader_type canvas_item; // 2D sprites, UI, CanvasItem nodes
shader_type spatial; // 3D materials
shader_type particles; // GPU particle systems
shader_type sky; // Sky/environment
shader_type fog; // Volumetric fog
Basic Shader Structure
shader_type canvas_item;
// Render modes (optional)
render_mode unshaded, blend_mix;
// Uniforms (exposed to inspector)
uniform vec4 tint_color : source_color = vec4(1.0);
uniform float intensity : hint_range(0.0, 1.0) = 0.5;
uniform sampler2D noise_texture : hint_default_white;
// Varyings (pass data vertex -> fragment)
varying vec2 world_position;
void vertex() {
// Modify vertex position
world_position = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
}
void fragment() {
// Output color
vec4 tex_color = texture(TEXTURE, UV);
COLOR = tex_color * tint_color;
}
Uniform Hints
// Color picker in inspector
uniform vec4 color : source_color = vec4(1.0);
// Slider with range
uniform float value : hint_range(0.0, 1.0, 0.01) = 0.5;
// Texture hints
uniform sampler2D albedo_tex : source_color, filter_linear_mipmap;
uniform sampler2D normal_tex : hint_normal;
uniform sampler2D noise_tex : hint_default_white;
uniform sampler2D mask_tex : hint_default_black;
// Instance uniforms (per-instance values)
instance uniform vec4 instance_color : source_color = vec4(1.0);
Built-in Variables
Canvas Item (2D)
// Vertex shader
VERTEX // vec2 - vertex position
UV // vec2 - texture coordinates
COLOR // vec4 - vertex color
POINT_SIZE // float - point size
// Fragment shader
UV // vec2 - interpolated UVs
SCREEN_UV // vec2 - screen space UVs
FRAGCOORD // vec4 - fragment coordinates
COLOR // vec4 - output color
NORMAL // vec3 - normal for 2D lighting
TEXTURE // sampler2D - sprite texture
TEXTURE_PIXEL_SIZE // vec2 - texel size
// Both
TIME // float - shader time
PI // float - 3.14159...
TAU // float - 6.28318...
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.
- 11d ago First seen · 410 lines · 34 tokens per session scan A 8c9f62363499
godot-shader is a skill published in the GitHub repository XOVIET-GAME/godot-mcp (0 stars, last pushed 1mo ago), licensed MIT. It adds 34 tokens to every session and 3,529 once invoked, about $0.0002 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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unity-version-split
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script-delete
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.