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Use when implementing shaders — Godot shader language, visual shaders, common visual recipes, and post-processing effects
Passed 21 of 22 test cases with the skill, and 15 of 22 without it.
and 7 more in the full report
6 fixed15 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.8-flash on 10/20/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 6 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.5, I want to reduce jagged edges on thin desktop rendering structures without introducing the blurriness of FXAA or the massive performance penalty of 8x MSAA. Which screen-space antialiasing option in Godot 4.5 offers high sharpness at low GPU cost?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends SMAA for screen-space antialiasing in Godot 4.5. | Missed | Passed |
| Notes that SMAA delivers sharper text and edges than FXAA at low GPU cost. | Missed | Passed |
The instructions your model reads when the skill loads.
All examples target Godot 4.3+ with no deprecated APIs.
Related skills: animation-system for shader-driven effects like hit flash, godot-optimization for shader performance considerations, camera-system for post-processing camera effects, 2d-essentials for 2D lighting, pixel-art shaders, and CanvasTexture normal maps, 3d-essentials for spatial shaders and environment materials, particles-vfx for custom particle shaders, tween-animation for animating shader parameters at runtime.
| Shader Type | Applied To | Use For |
|---|---|---|
canvas_item | 2D nodes (Sprite2D, Control, etc.) | 2D effects — outlines, dissolve, color swap |
spatial | 3D meshes (MeshInstance3D) | 3D materials — water, terrain, toon shading |
particles | GPUParticles2D/3D | Custom particle behavior |
sky | WorldEnvironment | Procedural sky rendering |
fog | FogVolume | Volumetric fog effects |
Shader (.gdshader) → The code (GLSL-like language)
ShaderMaterial → Instance of a shader with specific uniform values
CanvasItemMaterial / StandardMaterial3D → Built-in materials (no code needed)
Multiple nodes can share the same Shader but have different ShaderMaterial instances with different uniform values (e.g., same dissolve shader but different dissolve progress per enemy).
.gdshader file in the built-in editorOr create a .gdshader file directly in the FileSystem dock.
test cases passed, vs 15 / 22 without
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