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Agent Skill · 开发

godot-shaders-basics(Godot 着色器基础知识)

godot-shaders-basics 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-shaders-basics 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 6,473。

总安装 4,657周安装 196GitHub Stars 138下载 1,631核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-shaders-basics(Godot 着色器基础知识)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-shaders-basics
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-shaders-basics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-shaders-basics

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,支持项目状态跟踪。适用于围绕仓库变更、代码审查或团队协作事项进行信息整理。通过 npx skills add 命令从指定 GitHub 仓库安装并使用。安装前需确认权限范围、维护状态及是否触发联网或文件操作。

godot-shaders-basics 属于开发类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/godot-shaders-basics

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

godot-shaders-basics 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-shaders-b…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-shaders-basics 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-shaders-basics 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

godot-shaders-basics 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-shaders-basics 用的人多吗?

公开数据是累计安装 4,657 次,近一周安装 196 次,下载 1,631 次,GitHub 138 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-shaders-basics 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
godot-shaders-basics

Godot 着色器基础知识 · 本页

4,657138只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Shader Basics

Fragment/vertex shaders, uniforms, and built-in variables define custom visual effects.

Available Scripts

vfx_port_shader.gdshader

Expert shader template with parameter validation and common effect patterns.

shader_parameter_animator.gd

Runtime shader uniform animation without AnimationPlayer - for dynamic effects.

dissolve_scissor_expert.gdshader

High-performance mask-based dissolve. Uses ALPHA_SCISSOR to enable depth-prepass optimization and shadow casting.

instance_uniform_hitflash.gdshader

Batch-friendly hit effects. Uses instance uniform to allow thousands of unique flashes in one draw call.

screenspace_hex_pixelate.gdshader

Post-processing logic for stylizing screen output. Uses hint_screen_texture and optimized coordinate quantization.

noise_terrain_displacement.gdshader

Procedural geometry displacement using NoiseTexture2D in the vertex() function for rolling terrain.

foliage_wind_sway_expert.gdshader

GPU-driven wind animation using world_vertex_coords for uniform sway across the environment.

global_grass_flatten.gdshader

World-interaction pattern using global uniform. Synchronizes player position to push grass down project-wide.

depth_world_reconstruction.gdshader

Expert depth-buffer logic. Reconstructs world-space coordinates from hint_depth_texture for water/fog effects.

triplanar_world_mapping.gdshader

UV-less texturing architecture. Seamlessly projects textures along world axes for procedural cliffs and rocks.

instance_texture_array.gdshader

Bypassing batching limits. Combines sampler2DArray with instance uniform to give unique textures to thousands of batched objects.

screenspace_full_quad.gdshader

Godot 4.3 specific full-rect shader. Handles Reversed-Z coordinate reconstruction to prevent clipping at the near plane.

NEVER Do in Shaders

  • NEVER use 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].
  • NEVER use if/else for dynamic states in high-performance shaders — GPUs hate branching. Use mix(), step(), and smoothstep() for mathematical, hardware-optimized selection [5, 21].
  • NEVER compare floats exactly — Hardware precision varies; if (v == 0.5) is unreliable. Use abs(a - b) < epsilon or step().
  • NEVER use standard Alpha Blending for massive foliage — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable depth prepass and shadow casting [7].
  • NEVER hardcode 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].
  • NEVER duplicate materials to change one color/value on many enemies — Use instance uniform. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10].
  • NEVER use TIME without a speed multiplier — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.
  • NEVER forget 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.
  • NEVER calculate complex math in fragment() that could be in vertex() — vertex() runs once per point; fragment() runs millions of times per frame. Interpolate values via varying instead.
  • NEVER use #define macros for dynamic runtime toggles — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.
  • NEVER forget to normalize vectors — Using reflect(dir, normal) on unnormalized vectors causes severe rendering artifacts and incorrect lighting math.
  • NEVER modify UV without bounds checking or 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:

  1. Select Sprite2D node
  2. Material → New ShaderMaterial
  3. Shader → New Shader
  4. Paste code

Common 2D Effects

Dissolve Effect

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;
}

Wave Distortion

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);
}

Outline

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;
}

3D Shaders

Basic 3D Shader

shader_type spatial;

void fragment() {
    ALBEDO = vec3(1.0, 0.0, 0.0);  // Red material
}

Toon Shading (Cel-Shading)

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;
}

Screen-Space Effects

Vignette

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 = distance(UV, center);

    float vignette = 1.0 - dist * vignette_strength;

    COLOR = color * vignette;
}

Uniforms (Parameters)

// Float slider
uniform float intensity : hint_range(0.0, 1.0) = 0.5;

// Color picker
uniform vec4 tint_color : source_color = vec4(1.0);

// Texture
uniform sampler2D noise_texture;

// Access in code:
material.set_shader_parameter("intensity", 0.8)

Built-in Variables

2D (canvas_item):

  • UV - Texture coordinates (0-1)
  • COLOR - Output color
  • TEXTURE - Current texture
  • TIME - Time since start
  • SCREEN_UV - Screen coordinates

3D (spatial):

  • ALBEDO - Base color
  • NORMAL - Surface normal
  • ROUGHNESS - Surface roughness
  • METALLIC - Metallic value

Best Practices

1. Use Uniforms for Tweaking

// ✅ Good - adjustable
uniform float speed = 1.0;

void fragment() {
    COLOR.r = sin(TIME * speed);
}

// ❌ Bad - hardcoded
void fragment() {
    COLOR.r = sin(TIME * 2.5);
}

2. Optimize Performance

// Avoid expensive operations in fragment shader
// Pre-calculate values when possible
// Use textures for complex patterns

3. Comment Shaders

// Water wave effect
// Creates horizontal distortion based on sine wave
uniform float wave_amplitude = 0.02;

Reference

Related

平台分布

Codex

36.7%
按下载量换算599

Claude

31.17%
按下载量换算508

Cursor

19.26%
按下载量换算314

Gemini CLI

10.64%
按下载量换算174

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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