Shaders & VFX (game engines)
SkillDev toolsUse when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x `.gdshader`, Unity 6 URP/HDRP, Unreal 5.x Materials, effect recipes, shader performance. NOT gameplay or engine-API code (that is `godot`/`unity`/`unreal`), NOT physics (`gamedev-physics`), NOT build variant stripping (`gamedev-shipping`).
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Then ask your AI: use the Shaders & VFX (game engines) skill
What this skill tells your AI
The instructions your AI receives, as published by ericrisco/rsc-harness in skills/gamedev-shaders/SKILL.md and read by ahel’s review.
Author shaders, materials, and full-screen effects across Godot, Unity, and Unreal. One mental model — the GPU pipeline — mapped onto each engine's authoring surface, plus recipes for the effects people actually ask for.
Version contract — read first
Target the current stable line of each engine and never emit its retired APIs. If unsure a symbol is current, say so rather than guess.
| Engine | Target | Never emit → use instead |
|---|---|---|
| Godot | 4.x (4.4/4.5 stable) | SCREEN_TEXTURE/DEPTH_TEXTURE/NORMAL_TEXTURE built-ins → declare a uniform sampler2D … : hint_screen_texture / hint_depth_texture / hint_normal_roughness_texture. hint_color/hint_albedo → source_color. hint_white/hint_black → hint_default_white/hint_default_black. GLES2-era guides. |
| Unity | 6 (6000.x LTS), URP/HDRP | Surface shaders (#pragma surface) — Built-in-RP only, they do not compile under URP/HDRP. CGPROGRAM+UnityCG.cginc, UnityObjectToClipPos, mul(UNITY_MATRIX_MVP, v) → HLSLPROGRAM + URP Core.hlsl and TransformObjectToHClip(posOS). OnRenderImage/Graphics.Blit post FX → URP Renderer Feature / Fullscreen Shader Graph. |
| Unreal | 5.x (5.4+) | SceneTexture:PostProcessInput0 outside a Post Process material; Opacity without a translucent blend mode; Opacity Mask without a Masked blend mode. Prefer graph nodes; drop to a Custom HLSL node only for logic nodes can't express. |
shader_type tokens in Godot 4 are exact: spatial, canvas_item (underscore), particles
(plural), sky, fog.
Shader fundamentals (the pipeline)
Every engine compiles your material into the same GPU stages. Two you write:
- Vertex stage — runs once per vertex. Transforms position into clip space and passes
interpolated data (UVs, normals, custom
varyings) down. Cheap; scales with mesh vertex count. - Rasterizer (fixed) turns triangles into fragments and interpolates the vertex outputs.
- Fragment / pixel stage — runs once per covered pixel (× overdraw). Samples textures, does lighting, writes the final color. Expensive; scales with screen coverage.
Per-vertex vs per-pixel is the core performance lever: compute anything that interpolates
linearly (position offsets, un-normalized directions, scalar masks) in the vertex stage and pass
it as a varying; keep only what must be exact per-pixel (normalizing interpolated normals,
texture sampling, lighting, fresnel) in the fragment stage.
UVs are per-vertex 2D texture coordinates (0–1), interpolated across the face — you sample
textures and drive scrolling/tiling/masks with them. Normals are surface directions used for
lighting and rim; interpolated normals must be re-normalized per pixel. Normal maps store
directions in tangent space (unpack with ×2−1); respect handedness.
Coordinate spaces — know which space each value is in before you do math on it:
| Space | Meaning | Typical use |
|---|---|---|
| Object / model | mesh-local, origin at the pivot | authoring positions/normals start here |
| World | scene-global | world-space effects, triplanar, lighting |
| View / camera | relative to the camera | Godot spatial NORMAL/VIEW live here |
| Clip / NDC | post-projection homogeneous coords | the vertex stage's required output |
| Tangent | per-fragment surface basis (T,B,N) | normal maps are decoded here |
| Screen / UV | 0–1 across the framebuffer | post-process sampling (SCREEN_UV) |
Per-engine authoring
Godot 4.x
Godot ships its own GLSL-like language (.gdshader). Pick a shader_type, declare uniforms
(exposed as material parameters), pass data with varying, write vertex()/fragment()
(+light()). A ShaderMaterial binds the shader to a node and holds uniform values; set them
from code with material.set_shader_parameter("name", value). Uniform hints: source_color
(sRGB→linear color pickers), hint_range(a,b), hint_default_white, hint_screen_texture,
plus texture filters/repeats (filter_linear_mipmap, repeat_enable).
Small canvas_item (2D) shader — scroll and tint a texture:
shader_type canvas_item;
uniform sampler2D noise : repeat_enable;
uniform vec4 tint : source_color = vec4(1.0);
uniform float speed = 0.1;
void fragment() {
vec2 uv = UV + vec2(TIME * speed, 0.0); // UV is the node's texcoord
COLOR = texture(noise, uv) * tint * COLOR; // in COLOR = vertex/modulate color
}
Small spatial (3D) shader — a fresnel rim glow (NORMAL and VIEW are view-space here):
shader_type spatial;
render_mode blend_add, cull_back;
uniform vec3 rim_color : source_color = vec3(0.2, 0.6, 1.0);
uniform float power : hint_range(0.0, 8.0) = 3.0;
varying vec3 v_normal;
void vertex() { v_normal = NORMAL; } // pass to fragment via varying
void fragment() {
float f = pow(1.0 - dot(normalize(v_normal), normalize(VIEW)), power);
EMISSION = rim_color * f;
ALPHA = f;
}
Deep dive (built-in variables per type, render_modes, particles/sky/fog, screen/depth reads) →
references/godot-shading-language.md.
Unity 6
Two authoring paths, both on the Scriptable Render Pipeline (URP for most projects, HDRP for high-end):
- Shader Graph — visual node graph feeding a master stack (Vertex + Fragment blocks). Artist-friendly, URP/HDRP only, compiles to HLSL. Default choice for surface looks and VFX.
- Hand-written HLSL — a
Shader "…" { … }(ShaderLab) wrappingPropertiesandPassblocks; the program goes in anHLSLPROGRAM … ENDHLSLblock that#includes URP'sCore.hlsl/Lighting.hlsl. Use for full control, custom lighting, or compute-driven effects.
Surface shaders are not an option under URP/HDRP (see the Version contract) — a lit look is an
HLSL pass or a Shader Graph. Set parameters at runtime through a MaterialPropertyBlock or
Material.SetFloat/SetColor/SetTexture. Full URP unlit + lit HLSL pass and a Shader Graph
mapping → references/unity-and-unreal-shaders.md.
Unreal 5.x
A Material is a node graph the engine compiles to HLSL. You wire outputs on the main result node — Base Color, Metallic, Roughness, Emissive Color, Normal, Opacity / Opacity Mask, World Position Offset. Key knobs on the material:
- Material Domain — what the material drives: Surface (default meshes), Deferred Decal, Light Function, Volume, Post Process (full-screen), User Interface.
- Blend Mode (Opaque/Masked/Translucent/Additive…) and Shading Model (Default Lit, Unlit, Subsurface, …). Opacity needs Translucent; Opacity Mask needs Masked.
- Material Instances expose parameters (scalar/vector/texture/switch) for cheap variants and
runtime tweaks via a Dynamic Material Instance (
SetScalarParameterValue, …). - Custom node — a raw HLSL escape hatch: set Output Type, add named Inputs,
return …;. Reach for it only when the node set can't express the logic (loops, bitops). Reuse via Material Functions. UE5.5+ adds Substrate as an opt-in shading system; the standard material is still default.
Custom-node HLSL, domains, and a Godot↔Unreal recipe mapping → references/unity-and-unreal-shaders.md.
Common effect recipes (concepts)
Each is a technique, engine-agnostic — the reference has full per-engine code.
| Effect | Core idea |
|---|---|
| Dissolve | Threshold a noise texture against an animated cutoff; discard/clip below it; add an emissive band at the edge. |
| Rim / outline | Rim = fresnel pow(1 − N·V, p). Outline = inverted-hull pass (scale along normals, flip culling) or a post-process depth/normal edge detect. |
| Toon / cel | Quantize diffuse N·L into bands (step/smoothstep or a ramp texture); hard-stepped specular. |
| Water / flow | Scroll two normal maps at different speeds (or advect a flow-map's RG); refract the screen texture; depth-difference foam at shorelines. |
| Force field | Fresnel + scrolling hex/pattern texture + intersection glow from a scene-depth difference; additive. |
| Hologram | Scanlines sin(worldY·f + TIME) + fresnel + flicker + slight RGB channel offset; additive/translucent. |
Worked example — dissolve (Godot spatial):
shader_type spatial;
render_mode cull_disabled;
uniform sampler2D dissolve_noise : hint_default_white;
uniform float threshold : hint_range(0.0, 1.0) = 0.0; // animate 0 → 1
uniform float edge = 0.05;
uniform vec3 edge_color : source_color = vec3(1.0, 0.4, 0.0);
void fragment() {
float n = texture(dissolve_noise, UV).r;
if (n < threshold) discard; // cut the hole
float e = smoothstep(threshold, threshold + edge, n);
EMISSION = edge_color * (1.0 - e); // glowing burn ring
ALBEDO = vec3(0.6);
}
Drive threshold from an AnimationPlayer or set_shader_parameter. The same math ports to
Unity (clip(n - threshold)) and Unreal (Opacity Mask + a threshold parameter). All six recipes,
per engine → references/effect-recipes.md.
Post-processing / full-screen effects
- Godot — a
canvas_itemshader on a full-rectColorRectreadinghint_screen_texture, or a spatial unshaded full-screen quad readinghint_screen_texture/hint_depth_texture; or aCompositorEffect(4.3+) for a custom render pass. Environment already covers glow/tonemap/SSAO. - Unity (URP) — a Full Screen Pass Renderer Feature driving a Fullscreen Shader Graph
(or a Blit pass). HDRP uses Custom Pass / Fullscreen. Legacy
OnRenderImageis Built-in-RP only. - Unreal — a Post Process Material (Material Domain = Post Process) on a Post Process Volume; read the frame with SceneTexture nodes (SceneColor, SceneDepth, custom stencil). Blendable Location orders it against tonemapping.
Performance
- Overdraw is the top cost: transparent/additive layers each re-shade the same pixels. Prefer
opaque, sort and minimize overlap, keep particle fill low.
discard/clipdisables early-Z — don't use it as a cheap "invisible". - Texture sampling = a memory fetch + filter each call; dependent reads (UV derived from a prior sample) stall the pipeline. Pack masks into channels, atlas, and cache samples in locals.
- Branching: a divergent
ifacross a GPU warp can execute both sides. Preferstep/mix/clamp; branches on a uniform (same value for all pixels) are cheap; static branches compile out. - LOD & precision: use mipmaps, shader LOD variants, and
mediump/half precision on mobile; fullfloatonly where banding shows. Move linear work to the vertex stage. - Mobile / tile GPUs: bandwidth-bound — keep render targets small, avoid mid-pass framebuffer
reads, and note that
discardand large full-screen passes break tile hidden-surface removal.
Anti-patterns
| Anti-pattern | Do instead |
|---|---|
| Porting a tutorial verbatim from Godot 3, Built-in RP, or pre-5.0 UE | Translate it through the Version contract table first — retired symbols still compile in old guides, not in your project. |
| Reading a texture or writing a color without minding linear vs sRGB | Author color uniforms as source_color (Godot) / sRGB-marked properties and check the space at every read and output — the #1 "looks washed out / too dark" bug. |
| Using interpolated normals raw, or a normal map straight from the sample | Re-normalize per pixel; unpack with ×2−1 and mind tangent handedness. |
| Writing the shader before choosing the target surface | Pick shader_type / render pipeline / material domain first (2D vs 3D, URP vs HDRP, Surface vs Post Process) — it decides which built-ins and blend modes exist. |
| Fresnel, normalization, or lighting math in the vertex stage | Only linearly-interpolating work goes per-vertex; exact math stays per-pixel. |
discard/clip as a cheap "make it invisible" | Cull it or scale to zero — discard disables early-Z and breaks tile hidden-surface removal on mobile. |
| Stacking additive/translucent layers until the look works | Count the overdraw: each layer re-shades the same pixels. Prefer opaque, minimize overlap, keep particle fill low. |
Full-screen effects via OnRenderImage/Graphics.Blit, or SceneTexture outside the Post Process domain | Use the engine's supported path — URP Renderer Feature / Fullscreen Shader Graph, UE Post Process material, Godot ColorRect + hint_screen_texture or CompositorEffect. |
Related skills
godot/unity/unreal— gameplay code, nodes/components, input, scene wiring; this skill owns the shading, not the C#/GDScript/Blueprint around it.gamedev-physics— simulation, collision, rigid bodies, character controllers (a shader that fakes refraction is here; simulating fluid dynamics is not).gamedev-shipping— platform export and shader-variant stripping in the build (this skill keeps the per-shader performance work).
Checklist
- Correct engine + version idiom (no banned API from the Version contract table).
- Right
shader_type/ render pipeline / material domain for the target (2D vs 3D, URP vs HDRP, Surface vs Post Process). - Work placed in the right stage: linear math per-vertex via
varying, exact math per-pixel. - Colors authored in the correct space (
source_color/ sRGB handling); normals normalized and unpacked. - Uniforms/parameters exposed and driven from code or an animation track — not hard-coded.
- Performance sanity: overdraw, sample count, and branching considered; mobile precision set if targeted.
- Post-process uses the engine's supported full-screen path (not a retired Built-in-RP mechanism).
Signals
- GitHub stars
- 82
- Forks
- 3
- Last commit
- Sep 2026
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gamedev-shaders- Source
- github.com/ericrisco/rsc-harness