thedivergentai/gd-agentic-skills19 files

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. 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.

Specification
Skill ID
thedivergentai/gd-agentic-skills/godot-shaders-basics
Publisher
thedivergentai
Repository
gd-agentic-skills
Installs
0
Files
19
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

thedivergentai/gd-agentic-skills/godot-shaders-basicsInstalls these files
  • SKILL.md
  • references/2d-effect-recipes.md
  • references/3d-and-postfx-recipes.md
  • references/expert-advanced-patterns.md
  • references/migration-notes.md
  • references/uniforms-and-builtins.md
  • scripts/depth_world_reconstruction.gdshader
  • scripts/dissolve_scissor_expert.gdshader
  • scripts/foliage_wind_sway_expert.gdshader
  • scripts/global_grass_flatten.gdshader
  • scripts/instance_texture_array.gdshader
  • scripts/instance_uniform_hitflash.gdshader
  • scripts/noise_terrain_displacement.gdshader
  • scripts/screenspace_full_quad.gdshader
  • scripts/screenspace_hex_pixelate.gdshader
  • scripts/shader_parameter_animator.gd
  • scripts/shader_warmup_loader.gd
  • scripts/triplanar_world_mapping.gdshader
  • scripts/vfx_port_shader.gdshader

What this skill tells the agent

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 `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 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.
GoalScript
Per-enemy hitflash without breaking batchesMANDATORY instance_uniform_hitflash.gdshader
Foliage wind + shadowsMANDATORY foliage_wind_sway_expert.gdshader (alpha scissor/hash — not unconditional discard)
Dissolve that keeps depth-prepassMANDATORY dissolve_scissor_expert.gdshader
PostFX pixelate / stylizeMANDATORY screenspace_hex_pixelate.gdshader
Full-screen quad (Reversed-Z)MANDATORY screenspace_full_quad.gdshader
Depth → world for water/fogMANDATORY depth_world_reconstruction.gdshader
Grass flatten from playerglobal_grass_flatten.gdshader
UV-less cliffs/rockstriplanar_world_mapping.gdshader
Unique textures on instanced meshesinstance_texture_array.gdshader
Vertex displacement terrainnoise_terrain_displacement.gdshader
Animate uniforms at runtimeshader_parameter_animator.gd
VFX port templatevfx_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 via varying.
  • 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.
TopicReference
2D dissolve/wave/outline2d-effect-recipes.md
3D toon + vignette3d-and-postfx-recipes.md
Uniforms / built-insuniforms-and-builtins.md
Fog, compute, warmupexpert-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_item 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 canvas_item workflow from ShaderMaterial attach through fragment tinting.

More from thedivergentai

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Open any RiverX project, search the Skills panel for thedivergentai/gd-agentic-skills/godot-shaders-basics, and install it in one click.

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