Skills

Shader Programming

Write game shaders from cross-engine fundamentals, the vertex→fragment pipeline...

Install

npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming -g -a claude-code -y
Category
Writing
Updated
8d ago
License
Apache-2.0
Context cost
Mediumabout 1,972 tokens
Runs scripts
No, instructions only

What it does

Write game shaders from cross-engine fundamentals, the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.

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

Read the whole SKILL.md on GitHub

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