Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/thedivergentai/game-design-agentic-skills --skill godot-shaders-basicsAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
NEVER Do in Shaders
- NEVER use `discard` unconditionally for optimization — It prevents the depth prepass from working effectively. A discarded pixel still costs vertex processing; sometimes not rendering the object is better [1].
- NEVER use `if/else` for dynamic states in high-performance shaders — GPUs hate branching. Use
mix(),step(), andsmoothstep()for mathematical, hardware-optimized selection [5, 21]. - NEVER compare floats exactly — Hardware precision varies;
if (v == 0.5)is unreliable. Useabs(a - b) < epsilonorstep(). - NEVER use standard Alpha Blending for massive foliage — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable depth prepass and shadow casting [7].
- NEVER hardcode `POSITION` to `vec4(VERTEX, 1.0)` for full-screen quads in 4.3+ — Godot 4.3 uses Reversed-Z depth; this will cause clipping. Use
POSITION = vec4(VERTEX.xy, 1.0, 1.0)[8, 9]. - NEVER duplicate materials to change one color/value on many enemies — Use
instance uniform. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10]. - NEVER use `TIME` without a speed multiplier — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.
- NEVER forget `hint_source_color` for color uniforms — Without it, the engine treats colors as linear math, leading to incorrect gamma and washed-out visuals in the inspector.
- NEVER calculate complex math in `fragment()` that could be in `vertex()` —
vertex()runs once per point;fragment()runs millions of times per frame. Interpolate values viavaryinginstead. - NEVER use `#define` macros for dynamic runtime toggles — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.
- NEVER forget to normalize vectors — Using
reflect(dir, normal)on unnormalized vectors causes severe rendering artifacts and incorrect lighting math. - NEVER modify UV without bounds checking or `fract()` — Shifting UVs beyond 0.0-1.0 without
repeatwrapping or clamping will sample edge pixels or return black, breaking texture consistency.
Scenario → Script Triggers
MANDATORY for the matching effect. Do NOT Load beginner canvas_item tint recipes or built-in variable glossaries here.
| Goal | Script |
|---|---|
| Per-enemy hitflash without breaking batches | MANDATORY instance_uniform_hitflash.gdshader |
| Foliage wind + shadows | MANDATORY foliage_wind_sway_expert.gdshader (alpha scissor/hash — not unconditional discard) |
| Dissolve that keeps depth-prepass | MANDATORY dissolve_scissor_expert.gdshader |
| PostFX pixelate / stylize | MANDATORY screenspace_hex_pixelate.gdshader |
| Full-screen quad (Reversed-Z) | MANDATORY screenspace_full_quad.gdshader |
| Depth → world for water/fog | MANDATORY depth_world_reconstruction.gdshader |
| Grass flatten from player | global_grass_flatten.gdshader |
| UV-less cliffs/rocks | triplanar_world_mapping.gdshader |
| Unique textures on instanced meshes | instance_texture_array.gdshader |
| Vertex displacement terrain | noise_terrain_displacement.gdshader |
| Animate uniforms at runtime | shader_parameter_animator.gd |
| VFX port template | vfx_port_shader.gdshader |
Golden path for cutouts/dissolve: ALPHA_SCISSOR / alpha hash (see dissolve + foliage scripts) — not discard for optimization. NEVER list explains why.
Available Scripts
instance_uniform_hitflash.gdshader
Instance-uniform flashes; one material, many unique intensities.
dissolve_scissor_expert.gdshader
Mask dissolve with ALPHA_SCISSOR for depth-prepass + shadows.
foliage_wind_sway_expert.gdshader
World-space wind sway for foliage batches.
global_grass_flatten.gdshader
global uniform player interaction flattening grass.
screenspace_hex_pixelate.gdshader
hint_screen_texture stylized postFX.
screenspace_full_quad.gdshader
Reversed-Z-safe full-rect post pass.
depth_world_reconstruction.gdshader
hint_depth_texture → world position.
triplanar_world_mapping.gdshader
World-axis projection without UVs.
instance_texture_array.gdshader
sampler2DArray + instance uniform for unique batched textures.
noise_terrain_displacement.gdshader
Vertex noise displacement.
vfx_port_shader.gdshader
Validated VFX shader template.
shader_parameter_animator.gd
Tween/runtime uniform animation without AnimationPlayer.
shader_warmup_loader.gd
Pre-warm shader pipelines during loading screens to avoid first-frame stutter.
Expert Pointers
- Move invariant math to
vertex(); pass viavarying. - Color uniforms need
hint_source_color. - Prefer Official Docs for shading-language builtins; this skill owns batching, scissor, screenspace, and depth routing.
Deep recipes (on demand)
LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in scripts/ — never delete, only move.| Topic | Reference |
|---|---|
| 2D dissolve/wave/outline | 2d-effect-recipes.md |
| 3D toon + vignette | 3d-and-postfx-recipes.md |
| Uniforms / built-ins | uniforms-and-builtins.md |
| Fog, compute, warmup | expert-advanced-patterns.md |
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Introduction to shaders — Entry map of shader types, render modes, and when to use ShaderMaterial vs StandardMaterial3D.
- Shading language — Core GLSL-like syntax: uniforms, hints, varyings, built-ins, and preprocessor rules used throughout this skill.
- CanvasItem shaders — 2D
canvas_itembuilt-ins (UV,COLOR,TEXTURE,SCREEN_UV) for sprites, UI, and 2D post FX. - Spatial shaders — 3D
spatialbuilt-ins (ALBEDO,NORMAL,instance uniform, depth/screen textures) for materials and full-screen quads. - Your first 2D shader — Minimal canvas_item workflow from ShaderMaterial attach through fragment tinting.
- Your first 3D shader — Minimal spatial workflow and conversion path from StandardMaterial3D into writable shaders.
- ShaderMaterial — Runtime
set_shader_parameter/ instance parameter API used by animators and hit-flash batching. - Custom post-processing — Screen-reading shaders,
hint_screen_texture, and compositing patterns for pixelate/vignette-style FX. - Advanced post-processing — Depth buffer, reversed-Z, and world reconstruction needed for water/fog/debug visualizers.
- Compute shaders — RenderingDevice GPGPU path for particle sims and other non-fragment workloads.
- Using VisualShaders — Graph editor +
VisualShaderNodeCustomextensibility covered in the expert patterns. - GPU optimization — Overdraw, transparency, and batching guidance that motivates alpha scissor, instance uniforms, and vertex-vs-fragment cost.
Related Skills
Prerequisites
- godot-project-foundations — Nodes, Resources, and project layout required before attaching ShaderMaterials and shipping
.gdshaderassets. - godot-resource-data-patterns — Sharing vs duplicating ShaderMaterial/Shader Resources so uniforms and instance parameters stay batch-friendly.
Complements
- godot-3d-materials — StandardMaterial3D/ORM first; graduate to spatial shaders for triplanar, dissolve, and instance-uniform effects.
- godot-3d-lighting — How custom
ALBEDO/EMISSION/light()output interacts with Forward+, GI, and fog volumes. - godot-particles — Particle process/draw materials and alpha pipelines that must match scissor/hash vs blend choices from this skill.
- godot-2d-animation — CanvasItem shader hooks for stylized 2D motion, outline, and dissolve on animated sprites.
- godot-camera-systems — Camera near/far and view/projection matrices that screen-space and depth-reconstruction shaders depend on.
- godot-performance-optimization — Draw-call batching, MultiMesh, and GPU budgets that justify
instance uniformand avoiding unique materials. - godot-debugging-profiling — GPU/overdraw profilers and debug views to validate shader cost and depth/normal visualizers.
Downstream / consumers
- godot-procedural-generation — Procedural meshes/terrain consume noise displacement, triplanar, and UV-less spatial patterns from this skill.
- godot-3d-world-building — Large environment props apply foliage wind, grass flatten, and world-projection shaders at level scale.
- godot-genre-open-world — Open-world foliage interaction, distance FX, and shared-material batching consume these shader templates.
Master
- godot-master — Library router and mirrored module entry for cross-skill discovery.


