thedivergentai/gd-agentic-skills

godot-shaders-basics

Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials.

First seen Feb 10, 2026

Installation

$ npx skills add thedivergentai/gd-agentic-skills --skill godot-shaders-basics

Summary

  • Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials.
  • Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX.
  • Keywords: instance uniform, ALPHA_SCISSOR, hint_screen_texture, hint_depth_texture, global uniform, sampler2DArray, canvas_item, spatial, post-processing.

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Repository health

Stars 678
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 13,092 B
  • docs SUMMARY.md 4,008 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 559 installs

SKILL.md

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(), and smoothstep() for mathematical, hardware-optimized selection [5, 21].
  • NEVER compare floats exactly — Hardware precision varies; if (v == 0.5) is unreliable. Use abs(a - b) < epsilon or step().
  • 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 hintsourcecolor 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 via varying instead.
  • 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 repeat wrapping 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 [instanceuniformhitflash.gdshader](scripts/instanceuniformhitflash.gdshader)
Foliage wind + shadows MANDATORY [foliagewindswayexpert.gdshader](scripts/foliagewindswayexpert.gdshader) (alpha scissor/hash — not unconditional discard)
Dissolve that keeps depth-prepass MANDATORY [dissolvescissorexpert.gdshader](scripts/dissolvescissorexpert.gdshader)
PostFX pixelate / stylize MANDATORY [screenspacehexpixelate.gdshader](scripts/screenspacehexpixelate.gdshader)
Full-screen quad (Reversed-Z) MANDATORY [screenspacefullquad.gdshader](scripts/screenspacefullquad.gdshader)
Depth → world for water/fog MANDATORY [depthworldreconstruction.gdshader](scripts/depthworldreconstruction.gdshader)
Grass flatten from player [globalgrassflatten.gdshader](scripts/globalgrassflatten.gdshader)
UV-less cliffs/rocks [triplanarworldmapping.gdshader](scripts/triplanarworldmapping.gdshader)
Unique textures on instanced meshes [instancetexturearray.gdshader](scripts/instancetexturearray.gdshader)
Vertex displacement terrain [noiseterraindisplacement.gdshader](scripts/noiseterraindisplacement.gdshader)
Animate uniforms at runtime [shaderparameteranimator.gd](scripts/shaderparameteranimator.gd)
VFX port template [vfxportshader.gdshader](scripts/vfxportshader.gdshader)

Golden path for cutouts/dissolve: ALPHA_SCISSOR / alpha hash (see dissolve + foliage scripts) — not discard for optimization. NEVER list explains why.

Available Scripts

[instanceuniformhitflash.gdshader](scripts/instanceuniformhitflash.gdshader)

Instance-uniform flashes; one material, many unique intensities.

[dissolvescissorexpert.gdshader](scripts/dissolvescissorexpert.gdshader)

Mask dissolve with ALPHA_SCISSOR for depth-prepass + shadows.

[foliagewindswayexpert.gdshader](scripts/foliagewindswayexpert.gdshader)

World-space wind sway for foliage batches.

[globalgrassflatten.gdshader](scripts/globalgrassflatten.gdshader)

global uniform player interaction flattening grass.

[screenspacehexpixelate.gdshader](scripts/screenspacehexpixelate.gdshader)

hintscreentexture stylized postFX.

[screenspacefullquad.gdshader](scripts/screenspacefullquad.gdshader)

Reversed-Z-safe full-rect post pass.

[depthworldreconstruction.gdshader](scripts/depthworldreconstruction.gdshader)

hintdepthtexture → world position.

[triplanarworldmapping.gdshader](scripts/triplanarworldmapping.gdshader)

World-axis projection without UVs.

[instancetexturearray.gdshader](scripts/instancetexturearray.gdshader)

sampler2DArray + instance uniform for unique batched textures.

[noiseterraindisplacement.gdshader](scripts/noiseterraindisplacement.gdshader)

Vertex noise displacement.

[vfxportshader.gdshader](scripts/vfxportshader.gdshader)

Validated VFX shader template.

[shaderparameteranimator.gd](scripts/shaderparameteranimator.gd)

Tween/runtime uniform animation without AnimationPlayer.

[shaderwarmuploader.gd](scripts/shaderwarmuploader.gd)

Pre-warm shader pipelines during loading screens to avoid first-frame stutter.

Expert Pointers

  • Move invariant math to vertex(); pass via varying.
  • Color uniforms need hintsourcecolor.
  • 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](references/2d-effect-recipes.md)
3D toon + vignette [3d-and-postfx-recipes.md](references/3d-and-postfx-recipes.md)
Uniforms / built-ins [uniforms-and-builtins.md](references/uniforms-and-builtins.md)
Fog, compute, warmup [expert-advanced-patterns.md](references/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 canvasitem built-ins (UV, COLOR, TEXTURE, SCREEN_UV) for sprites, UI, and 2D post FX.
  • Spatial shaders — 3D spatial built-ins (ALBEDO, NORMAL, instance uniform, depth/screen textures) for materials and full-screen quads.
  • Your first 2D shader — Minimal canvasitem workflow from ShaderMaterial attach through fragment tinting.
  • Your first 3D shader — Minimal spatial workflow and conversion path from StandardMaterial3D into writable shaders.
  • ShaderMaterial — Runtime setshader_parameter / instance parameter API used by animators and hit-flash batching.
  • Custom post-processing — Screen-reading shaders, hintscreen_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 + VisualShaderNodeCustom extensibility 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 .gdshader assets.
  • 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 uniform and 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.