# Shader Programming

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

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Writing
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill shader-programming -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/disciplines/shader-programming/SKILL.md
