
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- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- 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.
