Fragment/vertex shaders, uniforms, and built-in variables define custom visual effects.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongodot-shaders-basicsExecute the skills CLI command in your project's root directory to begin installation:
Fetches godot-shaders-basics from thedivergentai/gd-agentic-skills and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate godot-shaders-basics. Access via /godot-shaders-basics in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
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Automate repetitive workflows and reduce manual effort
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Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
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Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
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Fragment/vertex shaders, uniforms, and built-in variables define custom visual effects.
Expert shader template with parameter validation and common effect patterns.
Runtime shader uniform animation without AnimationPlayer - for dynamic effects.
High-performance mask-based dissolve. Uses ALPHA_SCISSOR to enable depth-prepass optimization and shadow casting.
Batch-friendly hit effects. Uses instance uniform to allow thousands of unique flashes in one draw call.
Post-processing logic for stylizing screen output. Uses hint_screen_texture and optimized coordinate quantization.
Procedural geometry displacement using NoiseTexture2D in the vertex() function for rolling terrain.
GPU-driven wind animation using world_vertex_coords for uniform sway across the environment.
World-interaction pattern using global uniform. Synchronizes player position to push grass down project-wide.
Expert depth-buffer logic. Reconstructs world-space coordinates from hint_depth_texture for water/fog effects.
UV-less texturing architecture. Seamlessly projects textures along world axes for procedural cliffs and rocks.
Bypassing batching limits. Combines sampler2DArray with instance uniform to give unique textures to thousands of batched objects.
Godot 4.3 specific full-rect shader. Handles Reversed-Z coordinate reconstruction to prevent clipping at the near plane.
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].if/else for dynamic states in high-performance shaders — GPUs hate branching. Use mix(), step(), and smoothstep() for mathematical, hardware-optimized selection [5, 21].if (v == 0.5) is unreliable. Use abs(a - b) < epsilon or step().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].instance uniform. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10].TIME without a speed multiplier — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.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.fragment() that could be in vertex() — vertex() runs once per point; fragment() runs millions of times per frame. Interpolate values via varying instead.#define macros for dynamic runtime toggles — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.reflect(dir, normal) on unnormalized vectors causes severe rendering artifacts and incorrect lighting math.fract() — Shifting UVs beyond 0.0-1.0 without repeat wrapping or clamping will sample edge pixels or return black, breaking texture consistency.shader_type canvas_item;
void fragment() {
// Get texture color
vec4 tex_color = texture(TEXTURE, UV);
// Tint red
COLOR = tex_color * vec4(1.0, 0.5, 0.5, 1.0);
}
Apply to Sprite:
shader_type canvas_item;
uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform sampler2D noise_texture;
void fragment() {
vec4 tex_color = texture(TEXTURE, UV);
float noise = texture(noise_texture, UV).r;
if (noise < dissolve_amount) {
discard; // Make pixel transparent
}
COLOR = tex_color;
}
shader_type canvas_item;
uniform float wave_speed = 2.0;
uniform float wave_amount = 0.05;
void fragment() {
vec2 uv = UV;
uv.x += sin(uv.y * 10.0 + TIME * wave_speed) * wave_amount;
COLOR = texture(TEXTURE, uv);
}
shader_type canvas_item;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width = 2.0;
void fragment() {
vec4 col = texture(TEXTURE, UV);
vec2 pixel_size = TEXTURE_PIXEL_SIZE * outline_width;
float alpha = col.a;
alpha = max(alpha, texture(TEXTURE, UV + vec2(pixel_size.x, 0.0)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(-pixel_size.x, 0.0)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, pixel_size.y)).a);
alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, -pixel_size.y)).a);
COLOR = mix(outline_color, col, col.a);
COLOR.a = alpha;
}
shader_type spatial;
void fragment() {
ALBEDO = vec3(1.0, 0.0, 0.0); // Red material
}
shader_type spatial;
uniform vec3 base_color : source_color = vec3(1.0);
uniform int color_steps = 3;
void light() {
float NdotL = dot(NORMAL, LIGHT);
float stepped = floor(NdotL * float(color_steps)) / float(color_steps);
DIFFUSE_LIGHT = base_color * stepped;
}
shader_type canvas_item;
uniform float vignette_strength = 0.5;
void fragment() {
vec4 color = texture(TEXTURE, UV);
// Distance from center
vec2 center = vec2(0.5, 0.5);
float dist = distanceImplementation Guide
Prerequisites
- ›Claude Desktop or compatible AI client with skill support
- ›Clear understanding of task or problem to solve
- ›Willingness to iterate and refine outputs
Time Estimate
15-45 minutes depending on use case complexity
Steps
- 1Install skill using provided installation command
- 2Test with simple use case relevant to your work
- 3Evaluate output quality and relevance
- 4Iterate on prompts to improve results
- 5Integrate into regular workflow if valuable
Common Pitfalls
- ⚠Expecting perfect results without iteration
- ⚠Not providing enough context in prompts
- ⚠Using skill for tasks outside its intended scope
- ⚠Accepting outputs without review and validation
Best Practices
✓ Do
- +Start with clear, specific prompts
- +Provide relevant context and constraints
- +Review and refine all outputs before using
- +Iterate to improve output quality
- +Document successful prompt patterns
✗ Don't
- −Don't use without understanding skill limitations
- −Don't skip validation of outputs
- −Don't share sensitive information in prompts
- −Don't expect skill to replace human judgment
💡 Pro Tips
- ★Be specific about desired format and style
- ★Ask for multiple options to choose from
- ★Request explanations to understand reasoning
- ★Combine AI efficiency with human expertise
When to Use This
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
Learning Path
- 1Familiarize yourself with skill capabilities and limitations
- 2Start with low-risk, non-critical tasks
- 3Progress to more complex and valuable use cases
- 4Build expertise through regular use and experimentation
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Backendsame categoryReviews
4.7★★★★★44 reviews- XXiao White★★★★★Dec 28, 2024
godot-shaders-basics reduced setup friction for our internal harness; good balance of opinion and flexibility.
- GGanesh Mohane★★★★★Dec 20, 2024
Solid pick for teams standardizing on skills: godot-shaders-basics is focused, and the summary matches what you get after install.
- AAnaya Li★★★★★Dec 8, 2024
We added godot-shaders-basics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- HHenry Desai★★★★★Nov 27, 2024
Solid pick for teams standardizing on skills: godot-shaders-basics is focused, and the summary matches what you get after install.
- AAarav Huang★★★★★Nov 19, 2024
I recommend godot-shaders-basics for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- RRahul Santra★★★★★Nov 11, 2024
We added godot-shaders-basics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- MMichael Martinez★★★★★Nov 3, 2024
Keeps context tight: godot-shaders-basics is the kind of skill you can hand to a new teammate without a long onboarding doc.
- EEvelyn Bhatia★★★★★Oct 22, 2024
godot-shaders-basics is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- HHenry Shah★★★★★Oct 18, 2024
godot-shaders-basics has been reliable in day-to-day use. Documentation quality is above average for community skills.
- NNikhil Haddad★★★★★Oct 10, 2024
Useful defaults in godot-shaders-basics — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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