shader-programming
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming --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.
# Shader programming (cross-engine) Shaders are small programs that run **per vertex** and **per pixel** on the GPU. The concepts — the pipeline, coordinate spaces, UVs, and how common effects are built — port across engines; only the language dialect and built-in variable names change. This skill teaches those portable fundamentals in GLSL with HLSL equivalents; use `godot-shaders` (or Unity/Unreal material docs) for the exact engine syntax and built-ins. ## When to use - Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline. - Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading. - Use to translate a shader concept between GLSL and HLSL, or between engines. **When *not* to use:** for an engine's exact shader language and built-ins, use `godot-shaders` (Godot shading language) or the engine's material docs. For full particle VFX systems, see `unreal-niagara`. For post-process *stacks*, defer to the engine's renderer settings. ## Core workflow 1. **Know which stage you're in.** The **vertex** shader transforms each vertex into clip space and passes
- When to use
- Core workflow
- Patterns
- 1. Fragment basics: sample, tint, and combine
- 2. Scrolling UVs (animated texture) — frame-rate independent
- 3. Dissolve (threshold a noise map, glow the edge)
- 4. Fresnel rim light (3D) — brighten glancing angles
- Pitfalls
- References
- Related skills
What does the shader-programming skill do?
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming --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.
