Imported from gamedev-skills/awesome-gamedev-agent-skills (
skills/disciplines/shader-programming/SKILL.md) via skills.sh. Install upstream withnpx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming. Copyright stays with the author.
Shader programming (cross-engine)
Shaders are small programs that run per vertex and per pixel on the GPU.
The concepts — the pipeline, coordinate spaces, UVs, and how common effects are
built — port across engines; only the language dialect and built-in variable
names change. This skill teaches those portable fundamentals in GLSL with HLSL
equivalents; use godot-shaders (or Unity/Unreal material docs) for the exact
engine syntax and built-ins.
When to use
- Use to understand or write vertex/fragment shaders and to reason about UVs, coordinate spaces, and the GPU pipeline.
- Use to build common effects: tint/recolor, scrolling textures, dissolve, outlines, fresnel/rim light, vignette, color grading.
- Use to translate a shader concept between GLSL and HLSL, or between engines.
When not to use: for an engine's exact shader language and built-ins, use
godot-shaders (Godot shading language) or the engine's material docs. For full
particle VFX systems, see unreal-niagara. For post-process stacks, defer to
the engine's renderer settings.
Core workflow
- Know which stage you're in. The vertex shader transforms each vertex into clip space and passes data (UVs, normals) onward; the fragment/pixel shader runs per rasterized pixel and outputs a color. Most game effects live in the fragment stage.
- Track coordinate spaces. Positions move model → world → view → clip space; normals belong in world or view space. Mixing spaces is the most common bug.
- Drive effects with UVs and time. UVs are
0..1texture coordinates; offset, scale, or distort them, and animate with atimeuniform. - Work per pixel, branch-light. Prefer
mix,step,smoothstep, andclampoverifwhere possible; GPUs run pixels in lockstep, so a branch whose condition differs between neighbouring pixels runs both sides. A branch on a uniform (same for the whole draw) is cheap. - Pass data via uniforms (constant per draw) and varyings (interpolated vertex→fragment). Keep texture samples few; they dominate cost.
- Validate source before visual testing when the tools are already available. For
GLSL, run
glslangValidator path/to/shader.fragwith the matching stage suffix; for WGSL, runnaga path/to/shader.wgsl. Check Godot.gdshaderfiles by opening the project in Godot, which has no standalone validator for them. - Verify visually and on target hardware. Shaders that look right on desktop can break on mobile (precision, missing features). Test where it ships.
Patterns
GLSL fragment snippets for desktop #version 330 (each passes
glslangValidator with that header; close to Godot's canvas_item/spatial
shaders). For GLSL ES 3.00 — WebGL2, three.js ShaderMaterial, PixiJS filters —
add precision highp float; and set uniform defaults from code: ES rejects
uniform float edge = 0.05; with "cannot initialize this type of qualifier"
(Godot's shading language accepts it). See references/effects.md for the HLSL
equivalents and the full outline/fresnel/vignette shaders.
1. Fragment basics: sample, tint, and combine
// Per-pixel: read the texture at this UV, multiply by a color (tint), keep alpha.
uniform sampler2D tex;
uniform vec4 tint; // e.g. (1,0,0,1) reddens; multiply is non-destructive
in vec2 uv; // interpolated 0..1 texture coordinate (a "varying")
out vec4 frag;
void main() {
vec4 c = texture(tex, uv); // HLSL: tex.Sample(samp, uv)
frag = c * tint; // component-wise multiply tints without clipping
}
2. Scrolling UVs (animated texture) — frame-rate independent
// Add time * speed to the UV to scroll. fract() wraps it into 0..1 so it tiles.
uniform sampler2D tex;
uniform float time; // seconds, supplied by the engine
uniform vec2 scroll_speed; // UV units per second, e.g. (0.1, 0.0)
in vec2 uv;
out vec4 frag;
void main() {
vec2 scrolled = fract(uv + scroll_speed * time); // HLSL: frac(...)
frag = texture(tex, scrolled);
}
// Drive with a real time uniform, not a per-frame accumulator, so speed is stable.
3. Dissolve (threshold a noise map, glow the edge)
// Hide pixels where noise < threshold; tint a thin band at the boundary.
uniform sampler2D tex;
uniform sampler2D noise_tex; // grayscale noise, 0..1
uniform float amount; // 0 = fully visible, 1 = fully dissolved
uniform float edge = 0.05; // width of the glowing edge band
uniform vec4 edge_color;
in vec2 uv;
out vec4 frag;
void main() {
vec4 c = texture(tex, uv);
float n = texture(noise_tex, uv).r;
float cut = amount * (1.0 + edge) - edge; // edge band starts below 0 -> none at amount 0
if (n <= cut) discard; // cut away dissolved pixels (all of them at 1)
float e = smoothstep(cut, cut + edge, n); // 0 at the edge -> 1 inside; keep edge > 0
frag = mix(edge_color, c, e); // HLSL: lerp(edge_color, c, e)
}
// WRONG: thresholding at `amount` directly — at amount 0 every pixel with
// n < edge is still tinted, so the "fully visible" sprite shows glowing specks.
4. Fresnel rim light (3D) — brighten glancing angles
// Rim = 1 where the surface is edge-on to the camera (silhouette glow).
in vec3 world_normal; // normalized, world space (from the vertex stage)
in vec3 view_dir; // normalized, surface -> camera, world space
uniform float power = 3.0;
uniform vec3 rim_color;
out vec4 frag;
void main() {
float f = pow(1.0 - clamp(dot(world_normal, view_dir), 0.0, 1.0), power);
frag = vec4(rim_color * f, 1.0); // add to lighting; f peaks at the silhouette
}
// Correctness: normal and view_dir MUST be in the same space and normalized.
Pitfalls
- Mixing coordinate spaces (lighting a world-space normal against a view-space light) yields subtly wrong shading. Pick one space and convert everything into it.
- Forgetting to normalize interpolated normals/directions: interpolation
shortens vectors, so
dot()results drift.normalize()in the fragment stage. - UV assumptions across engines. Some engines flip V (top-left vs bottom-left origin); a texture may appear upside-down. Know your engine's convention.
- Heavy branching / dynamic loops stall GPUs. Prefer
step/smoothstep/mix; reserveif/discardfor genuinely cheap early-outs. discarddefeats early-Z and can hurt performance on tiled mobile GPUs; prefer alpha blending where you can.- Reversed
smoothstepedges. The GLSL spec leavessmoothstep(e0, e1, x)undefined whene0 >= e1, sosmoothstep(1.0, 0.5, d)may work on one GPU and not another. Write1.0 - smoothstep(0.5, 1.0, d). - Precision on mobile:
highpvsmediumpmatters; large UVs or time values in low precision shimmer. Use adequate precision for coordinates and time. - Assuming GLSL == HLSL.
mix↔lerp,fract↔frac,texture()↔.Sample(),vec2↔float2,M * v↔mul(M, v),mod↔fmod(different for negatives). See the reference mapping. - A GLSL
ShaderMaterialthat renders nothing in three.js underWebGPURenderer: that renderer only runs node materials (TSL), on its WebGPU and WebGL 2 backends alike. KeepWebGLRendererfor raw GLSL or port to TSL.
References
references/effects.md— full outline (2D sprite + 3D), vignette, and color grading shaders; the GLSL↔HLSL function/type mapping table; per-engine notes (Godotcanvas_item/spatial, Unity ShaderLab/HLSL, Unreal material nodes).
Related skills
godot-shaders— Godot shading language syntax, built-ins, and screen-reading.unreal-niagara— GPU particle VFX (a different shader use).procedural-gen— the noise that drives dissolve and procedural texturing.
