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skill mdSKILL.md13,092 B
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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.
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.