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godot-shaders

godot-shaders

github.com/gamedev-skillsDevelopment5.4k7.2k installsUpdated 1d ago
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About godot-shaders

A shader-writing guide for Godot 4.7 developers, covering 2D, 3D, and screen-space effects. It focuses on Godot Shading Language patterns and changes from 3.x to 4.x.

Key features

  1. 01Write canvas_item and spatial shaders
  2. 02Expose adjustable parameters with uniforms
  3. 03Animate with TIME and UV
  4. 04Read screen and spatial textures
  5. 05Apply Godot 4.x syntax and color hints

Use cases

  1. 01Create 2D dissolve, outline, or water effects
  2. 02Write 3D rim-light or toon shaders
  3. 03Build screen-space post-processing effects

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-shaders

After installing, type/godot-shadersin Claude Code to confirm it loaded.

Bundled filesreferences/shading-language.md

Details

From the project README

Godot Shaders (4.x)

Write canvas_item (2D) and spatial (3D) shaders in the Godot Shading Language, animate with TIME/UV, expose uniforms, and read the screen. Targets Godot 4.7.

When to use

  • Use when writing .gdshader code or a ShaderMaterial: 2D effects (outline, dissolve, flash, water), 3D surface shaders (rim light, toon, scrolling UV), or screen-space post effects.

When not to use: the cross-engine concepts of shading (UVs, vertex/fragment theory) → shader-programming; particles/VFX nodes → general 3D; non-shader visuals.

Core workflow

  1. Pick the shader type on the first line: shader_type canvas_item; for 2D (Sprite2D, TextureRect, anything CanvasItem) or shader_type spatial; for 3D materials. (particles, sky, fog also exist.)
  2. Attach via a ShaderMaterial. Create a ShaderMaterial, assign your .gdshader, and put it on the node's material. Uniforms appear in the Inspector.
  3. Write fragment() to set the output: COLOR (2D) or ALBEDO/EMISSION/ALPHA (3D). Optionally vertex() to move geometry and light() for custom lighting.
  4. Expose tunables as uniforms with hints (source_color, hint_range) so they are editable and correctly color-managed.
  5. Animate with the built-in TIME and sample textures with texture(tex, UV).
  6. Set uniforms from code with material.set_shader_parameter("name", value).

Patterns

1. 2D (canvas_item): tint + scrolling UV
shader_type canvas_item;

uniform vec4 tint : source_color = vec4(1.0);     // source_color = sRGB-correct color
uniform float scroll_speed : hint_range(0.0, 2.0) = 0.3;

void fragment() {
    vec2 uv = UV;
    uv.x += TIME * scroll_speed;                  // scroll horizontally over time
    COLOR = texture(TEXTURE, uv) * tint;          // TEXTURE = the node's texture
}
2. 2D dissolve using a noise threshold
shader_type canvas_item;

uniform sampler2D noise : repeat_enable;          // a NoiseTexture2D
uniform float amount : hint_range(0.0, 1.0) = 0.0;

void fragment() {
    vec4 tex = texture(TEXTURE, UV);
    float n = texture(noise, UV).r;
    if (n < amount) {
        discard;                                  // cut the pixel away
    }
    COLOR = tex;
}
3. 3D (spatial): emissive rim light
shader_type spatial;

uniform vec4 base_color : source_color = vec4(0.2, 0.5, 1.0, 1.0);
uniform vec3 rim_color : source_color = vec3(0.6, 0.8, 1.0);
uniform float rim_power : hint_range(0.5, 8.0) = 3.0;

void fragment() {
    ALBEDO = base_color.rgb;
    // VIEW and NORMAL are view-space built-ins; rim is strong at grazing angles.
    float rim = pow(1.0 - dot(NORMAL, VIEW), rim_power);
    EMISSION = rim_color * rim;
}
4. Screen-reading post effect (4.x hint, not SCREEN_TEXTURE)
shader_type canvas_item;

// 4.x: declare the screen as a uniform with hint_screen_texture.
uniform sampler2D screen_tex : hint_screen_texture, filter_linear_mipmap;
uniform float blur : hint_range(0.0, 4.0) = 1.0;

void fragment() {
    vec2 px = SCREEN_PIXEL_SIZE * blur;
    vec4 c = texture(screen_tex, SCREEN_UV);
    c += texture(screen_tex, SCREEN_UV + vec2(px.x, 0.0));
    c += texture(screen_tex, SCREEN_UV - vec2(px.x, 0.0));
    COLOR = c / 3.0;
}

Set a uniform from GDScript:

$Sprite2D.material.set_shader_parameter("amount", 0.7)

Pitfalls

  • 3.x → 4.x renames. SCREEN_TEXTURE is removed — declare uniform sampler2D x : hint_screen_texture; and sample with SCREEN_UV. Color hints hint_color→source_color; hint_albedo/hint_white→source_color; hint_range stays. Depth/normal use hint_depth_texture / hint_normal_roughness_texture.
  • Wrong output variable. In canvas_item write COLOR; in spatial write ALBEDO (and EMISSION, ALPHA, ROUGHNESS, METALLIC). Writing COLOR in a spatial shader does nothing.
  • Color uniforms without source_color are treated as raw linear values and look wrong (washed/dark) because Godot won't sRGB-convert them.
  • Transparency needs opt-in (3D). For ALPHA < 1.0 to blend, add a render mode or set the material transparency; otherwise it's opaque/cut.
  • Sampling outside [0,1] UV without repeat_enable clamps. Add : repeat_enable to the sampler uniform for tiling/scroll.
  • TIME is seconds since start and keeps growing — wrap with fract()/mod() for periodic effects to avoid precision drift.
  • discard is costly on some hardware and breaks early-Z; prefer setting ALPHA/ COLOR.a when you can.

References

  • For built-in variables per shader type, render modes, varying, custom light(), vertex() displacement, and the visual shader graph, read references/shading-language.md.

Related skills

  • shader-programming — engine-agnostic shader concepts (GLSL/HLSL).
  • godot-3d-essentials — materials, environment, and where spatial shaders live.
  • godot-ui-control — applying shaders to UI for effects.

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