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.
How do I install this agent skill?
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-shadersIs this agent skill safe to install?
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The godot-shaders skill is a technical guide for writing shaders in Godot 4.x. It contains safe, standard instructional content for game developers and does not exhibit any malicious patterns, network exfiltration, or dangerous execution capabilities.
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Risk: LOW · No issues
What does this agent skill do?
Godot Shaders (4.x)
Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate
with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.3+.
When to use
- Use when writing
.gdshadercode or aShaderMaterial: 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
- Pick the shader type on the first line:
shader_type canvas_item;for 2D (Sprite2D, TextureRect, anythingCanvasItem) orshader_type spatial;for 3D materials. (particles,sky,fogalso exist.) - Attach via a
ShaderMaterial. Create aShaderMaterial, assign your.gdshader, and put it on the node'smaterial. Uniforms appear in the Inspector. - Write
fragment()to set the output:COLOR(2D) orALBEDO/EMISSION/ALPHA(3D). Optionallyvertex()to move geometry andlight()for custom lighting. - Expose tunables as
uniforms with hints (source_color,hint_range) so they are editable and correctly color-managed. - Animate with the built-in
TIMEand sample textures withtexture(tex, UV). - Set uniforms from code with
material.set_shader_parameter("name", value).
Patterns
1. 2D (canvas_item): tint + scrolling UV
shader_type canvas_item;
uniform vec4 tint : source_color = vec4(1.0); // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;
void fragment() {
vec2 uv = UV;
uv.x += TIME * scroll_speed; // scroll horizontally over time
COLOR = texture(TEXTURE, uv) * tint; // TEXTURE = the node's texture
}
2. 2D dissolve using a noise threshold
shader_type canvas_item;
uniform sampler2D noise : repeat_enable; // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;
void fragment() {
vec4 tex = texture(TEXTURE, UV);
float n = texture(noise, UV).r;
if (n < amount) {
discard; // cut the pixel away
}
COLOR = tex;
}
3. 3D (spatial): emissive rim light
shader_type spatial;
uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;
void fragment() {
ALBEDO = base_color.rgb;
// VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
EMISSION = rim_color * rim;
}
4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)
shader_type canvas_item;
// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;
void fragment() {
vec2 px = SCREEN_PIXEL_SIZE * blur;
vec4 c = texture(screen_tex, SCREEN_UV);
c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
COLOR = c / 3.0;
}
Set a uniform from GDScript:
$Sprite2D.material.set_shader_parameter("amount", 0.7)
Pitfalls
- 3.x → 4.x renames.
SCREEN_TEXTUREis removed — declareuniform sampler2D x : hint_screen_texture;and sample withSCREEN_UV. Color hintshint_color→source_color;hint_albedo/hint_white→source_color;hint_rangestays. Depth/normal usehint_depth_texture/hint_normal_roughness_texture. - Wrong output variable. In
canvas_itemwriteCOLOR; inspatialwriteALBEDO(andEMISSION,ALPHA,ROUGHNESS,METALLIC). WritingCOLORin a spatial shader does nothing. - Color uniforms without
source_colorare treated as raw linear values and look wrong (washed/dark) because Godot won't sRGB-convert them. - Transparency needs opt-in (3D). For
ALPHA < 1.0to blend, add a render mode or set the material transparency; otherwise it's opaque/cut. - Sampling outside [0,1] UV without
repeat_enableclamps. Add: repeat_enableto the sampler uniform for tiling/scroll. TIMEis seconds since start and keeps growing — wrap withfract()/mod()for periodic effects to avoid precision drift.discardis costly on some hardware and breaks early-Z; prefer settingALPHA/COLOR.awhen you can.
References
- For built-in variables per shader type, render modes,
varying, customlight(),vertex()displacement, and the visual shader graph, readreferences/shading-language.md.
Related skills
shader-programming— engine-agnostic shader concepts (GLSL/HLSL).godot-3d-essentials— materials, environment, and where spatial shaders live.godot-ui-control— applying shaders to UI for effects.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-shaders">View godot-shaders on skillZs</a>