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.mdsource 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
- Use visual shaders for prototyping
- Optimize texture samples
- Handle precision carefully
- Profile shader complexity
- Test on target hardware