Babysitter godot-shaders

Godot shading language skill for visual shaders, custom rendering, and material effects.

install
source · Clone the upstream repo
git clone https://github.com/a5c-ai/babysitter
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/a5c-ai/babysitter "$T" && mkdir -p ~/.claude/skills && cp -r "$T/library/specializations/game-development/skills/godot-shaders" ~/.claude/skills/a5c-ai-babysitter-godot-shaders && rm -rf "$T"
manifest: library/specializations/game-development/skills/godot-shaders/SKILL.md
source content

Godot Shaders Skill

Shader development for Godot Engine.

Overview

This skill provides capabilities for creating shaders using Godot's shading language and visual shader system.

Capabilities

Shader Types

  • Spatial shaders (3D)
  • Canvas Item shaders (2D)
  • Particles shaders
  • Sky shaders

Visual Shaders

  • Node-based authoring
  • Custom nodes
  • Shader presets
  • Export to code

Shader Language

  • GLSL-like syntax
  • Built-in functions
  • Uniforms and varyings
  • Render modes

Effects

  • Post-processing
  • Material effects
  • Screen-space effects
  • Procedural textures

Prerequisites

  • Godot 4.0+
  • Shader knowledge

Usage Patterns

Spatial Shader

shader_type spatial;

uniform vec4 albedo_color : source_color = vec4(1.0);
uniform float metallic : hint_range(0, 1) = 0.0;
uniform float roughness : hint_range(0, 1) = 0.5;

void fragment() {
    ALBEDO = albedo_color.rgb;
    METALLIC = metallic;
    ROUGHNESS = roughness;
}

Canvas Item Shader

shader_type canvas_item;

uniform float outline_width = 2.0;
uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);

void fragment() {
    vec4 color = texture(TEXTURE, UV);
    // Outline logic
    COLOR = color;
}

Best Practices

  1. Use visual shaders for prototyping
  2. Optimize texture samples
  3. Handle precision carefully
  4. Profile shader complexity
  5. Test on target hardware

References