Individual skill

scenario-godot-shaders

Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'.

skills/game-engines/godot/scenario-godot-shaders/SKILL.md

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Last checked
Nov 9, 2026

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Repository last updated
Nov 8, 2026
License
MIT

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# Godot shaders (technical artist, shading)

Target: Godot 4.7.2.stable, macOS Apple Silicon (Metal by default, Vulkan through MoltenVK for GPU
timing).

Expert level here means every shader is text the agent can diff, compiled under each target
renderer, drawn on a real mesh in a window, swept across its parameters and looked at on a contact
sheet, with its GPU cost measured against a StandardMaterial3D baseline. Compiling is not the same
as working: several 4.7.2 failures only appear when the backend draws, and several bugs produce no
error at all. If a sibling skill named here is missing from your available skills, load it with
`skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
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