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Simone-TarantinoSimone-Tarantino/godot-superpowers/skills/shader-writer/SKILL.md

shader-writer

Skill2 starsChanged 6 months agoMITView on GitHub

Write Godot 4.x shaders — 2D effects (outline, hit flash, dissolve, palette swap, screen distortion), 3D effects (toon, dissolve, water, fresnel rim, hologram), and post-process. Picks correct shader_type, uniforms with hint_range and source_color, performance-aware fragment code.

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 1 is distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    All tweakable parameters as uniform with hint_range (numbers) or source_color (colors).

    line 232
  2. Very specific:

    Avoid loops in fragment() over more than ~16 iterations on mobile/web targets.

    line 233
  3. Very specific:

    Use hint_default_white / hint_default_black for sampler uniforms so missing textures fall back gracefully.

    line 234
  4. Very specific:

    Use hint_screen_texture for SCREEN_UV sampling (Godot 4.x).

    line 235
  5. Distinctive:

    Test on the lowest-spec target hardware early — fragment shader cost is the #1 mobile/web perf killer.

    line 237

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Shader Writer

Save shaders to shaders/<name>.gdshader. Reference: Godot shaders docs.

Shader types

shader_typeFor
canvas_item2D nodes (Sprite2D, TileMapLayer, Control, AnimatedSprite2D)
spatial3D meshes (PBR-aware)
particlesGPUParticles2D/3D process step
skyWorld environment sky
fogFogVolume

2D recipes (shader_type canvas_item)

Hit flash

shader_type canvas_item;

uniform float flash_amount : hint_range(0.0, 1.0) = 0.0;
uniform vec4 flash_color : source_color = vec4(1.0);

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    COLOR = mix(tex, vec4(flash_color.rgb, tex.a), flash_amount);
}

Drive flash_amount from code via a Tween: tween_property(material, "shader_parameter/flash_amount", 0.0, 0.15).from(1.0).

Outline (sample neighbors)

shader_type canvas_item;

uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width : hint_range(0.0, 8.0) = 1.0;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    if (tex.a > 0.0) {
        COLOR = tex;
    } else {
        vec2 px = TEXTURE_PIXEL_SIZE * outline_width;
        float a = 0.0;
        a += texture(TEXTURE, UV + vec2(px.x, 0.0)).a;
        a += texture(TEXTURE, UV + vec2(-px.x, 0.0)).a;
        a += texture(TEXTURE, UV + vec2(0.0, px.y)).a;
        a += texture(TEXTURE, UV + vec2(0.0, -px.y)).a;
        COLOR = vec4(outline_color.rgb, outline_color.a * step(0.01, a));
    }
}

Dissolve

shader_type canvas_item;

uniform sampler2D noise_texture : hint_default_white;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform float edge_width : hint_range(0.0, 0.2) = 0.05;
uniform vec4 edge_color : source_color = vec4(1.0, 0.4, 0.1, 1.0);

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    float n = texture(noise_texture, UV).r;
    if (n < dissolve_amount) discard;
    float edge = step(n, dissolve_amount + edge_width);
    COLOR = mix(tex, edge_color, edge);
}

Palette swap (1D LUT)

shader_type canvas_item;

uniform sampler2D palette : hint_default_white;

void fragment() {
    float lum = texture(TEXTURE, UV).r;     // assumes grayscale source
    COLOR = vec4(texture(palette, vec2(lum, 0.5)).rgb, texture(TEXTURE, UV).a);
}

Screen distortion (heat haze)

shader_type canvas_item;

uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform sampler2D noise : hint_default_white;
uniform float strength : hint_range(0.0, 0.05) = 0.01;

void fragment() {
    vec2 offset = (texture(noise, UV + TIME * 0.1).rg - 0.5) * strength;
    COLOR = texture(screen_texture, SCREEN_UV + offset);
}

3D recipes (shader_type spatial)

Toon shading

shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_disabled;

uniform vec4 base_color : source_color = vec4(0.7, 0.5, 0.3, 1.0);
uniform float bands : hint_range(2.0, 8.0) = 3.0;

void light() {
    float ndotl = dot(NORMAL, LIGHT);
    float quantized = floor(max(ndotl, 0.0) * bands) / bands;
    DIFFUSE_LIGHT += base_color.rgb * LIGHT_COLOR * ATTENUATION * quantized;
}

Fresnel rim

shader_type spatial;

uniform vec4 rim_color : source_color = vec4(1.0, 1.0, 0.6, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;
uniform float rim_intensity : hint_range(0.0, 5.0) = 1.5;

void fragment() {
    float fresnel = pow(1.0 - dot(NORMAL, VIEW), rim_power);
    EMISSION = rim_color.rgb * fresnel * rim_intensity;
}

Dissolve (3D)

shader_type spatial;
render_mode blend_mix, cull_disabled;

uniform sampler2D noise_texture : hint_default_white;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform float edge_width : hint_range(0.0, 0.2) = 0.05;
uniform vec4 edge_color : source_color = vec4(1.0, 0.3, 0.1, 1.0);
uniform vec4 albedo : source_color = vec4(0.7, 0.7, 0.7, 1.0);

void fragment() {
    float n = texture(noise_texture, UV).r;
    if (n < dissolve_amount) discard;
    float edge = step(n, dissolve_amount + edge_width);
    ALBEDO = albedo.rgb;
    EMISSION = edge_color.rgb * edge * 4.0;
}

Hologram

shader_type spatial;
render_mode blend_add, cull_back, depth_draw_opaque, unshaded;

uniform vec4 tint : source_color = vec4(0.3, 0.8, 1.0, 1.0);
uniform float scanline_density : hint_range(20.0, 400.0) = 100.0;
uniform float flicker_speed : hint_range(0.0, 20.0) = 6.0;

void fragment() {
    float scan = sin(UV.y * scanline_density + TIME * flicker_speed) * 0.5 + 0.5;
    float fresnel = pow(1.0 - dot(NORMAL, VIEW), 2.0);
    ALBEDO = tint.rgb;
    ALPHA = (scan * 0.6 + 0.4) * fresnel * tint.a;
}

Water (basic)

shader_type spatial;
render_mode blend_mix, cull_back, depth_draw_opaque;

uniform vec4 deep : source_color = vec4(0.05, 0.2, 0.4, 1.0);
uniform vec4 shallow : source_color = vec4(0.4, 0.7, 0.85, 1.0);
uniform sampler2D wave_noise : hint_default_white;
uniform float wave_height : hint_range(0.0, 0.5) = 0.05;
uniform float wave_speed : hint_range(0.0, 2.0) = 0.5;

void vertex() {
    vec2 uv = UV + TIME * wave_speed * vec2(0.1, 0.07);
    float h = (texture(wave_noise, uv).r - 0.5) * wave_height;
    VERTEX.y += h;
}

void fragment() {
    float depth_factor = clamp(VERTEX.y * 0.5 + 0.5, 0.0, 1.0);
    ALBEDO = mix(deep.rgb, shallow.rgb, depth_factor);
    METALLIC = 0.1;
    ROUGHNESS = 0.2;
    ALPHA = 0.85;
}

UI recipes (shader_type canvas_item on Control)

Pulsing glow border (button focus)

shader_type canvas_item;

uniform vec4 glow_color : source_color = vec4(1.0, 0.85, 0.3, 1.0);
uniform float pulse_speed : hint_range(0.0, 5.0) = 2.0;
uniform float border_width : hint_range(0.0, 0.2) = 0.05;

void fragment() {
    float edge = min(min(UV.x, UV.y), min(1.0 - UV.x, 1.0 - UV.y));
    float border = 1.0 - smoothstep(0.0, border_width, edge);
    float pulse = sin(TIME * pulse_speed) * 0.3 + 0.7;
    COLOR = vec4(glow_color.rgb, border * pulse * glow_color.a);
}

Conventions

  • Save under shaders/<name>.gdshader (.gdshader, not .shader).
  • All tweakable parameters as uniform with hint_range (numbers) or source_color (colors).
  • Avoid loops in fragment() over more than ~16 iterations on mobile/web targets.
  • Use hint_default_white / hint_default_black for sampler uniforms so missing textures fall back gracefully.
  • Use hint_screen_texture for SCREEN_UV sampling (Godot 4.x).
  • Drive shader parameters from GDScript via material.set_shader_parameter("name", value) or Tween.tween_property(material, "shader_parameter/name", target, duration).
  • Test on the lowest-spec target hardware early — fragment shader cost is the #1 mobile/web perf killer.

See also

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