godot-shaders
Write Godot 4.x shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Godot Shaders (4.x) Write `canvas_item` (2D) and `spatial` (3D) shaders in the Godot Shading Language, animate with `TIME`/`UV`, expose `uniform`s, and read the screen. Targets **Godot 4.3+**. ## 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 `uniform`s** with hints (`source_color`, `hint_ran
- When to use
- Core workflow
- Patterns
- 1. 2D (canvasitem): tint + scrolling UV
- 2. 2D dissolve using a noise threshold
- 3. 3D (spatial): emissive rim light
- 4. Screen-reading post effect (4.x hint, not SCREENTEXTURE)
- Pitfalls
- References
- Related skills
What does the godot-shaders skill do?
Write Godot 4.x shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
