Individual skill
gamedev-shaders
Use when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x `.gdshader`, Unity 6 URP/HDRP, Unreal 5.x Materials, effect recipes, shader performance. NOT gameplay or engine-API code (that is `godot`/`unity`/`unreal`), NOT physics (`gamedev-physics`), NOT build variant stripping (`gamedev-shipping`).
skills/gamedev-shaders/SKILL.md
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- License
- MIT
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- agent-skills Repository topic
- agentic-ai Repository topic
- ai-agents Repository topic
- ai-coding Repository topic
- claude-code Repository topic
- cli Repository topic
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- shaders Declared skill tag
- vfx Declared skill tag
- materials Declared skill tag
- post-processing Declared skill tag
- shadergraph Declared skill tag
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SKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesSKILL.mdcore · 14,550 bytesevals/README.mddoc · 1,133 bytesevals/cases.yamlasset · 4,104 bytesreferences/effect-recipes.mddoc · 8,263 bytesreferences/godot-shading-language.mddoc · 5,897 bytesreferences/unity-and-unreal-shaders.mddoc · 7,353 bytes
Read excerpt
# Shaders & VFX (game engines)
Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One
mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes
for the effects people actually ask for.
## Version contract — read first
Target the current stable line of each engine and never emit its retired APIs. If unsure a
symbol is current, say so rather than guess.
| Engine | Target | Never emit → use instead |
| --- | --- | --- |
| **Godot** | 4.x (4.4/4.5 stable) | `SCREEN_TEXTURE`/`DEPTH_TEXTURE`/`NORMAL_TEXTURE` built-ins → declare a `uniform sampler2D … : hint_screen_texture` / `hint_depth_texture` / `hint_normal_roughness_texture`. `hint_color`/`hint_albedo` → `source_color`. `hint_white`/`hint_black` → `hint_default_white`/`hint_default_black`. GLES2-era guides. |