What problem does it solve?
Building polished, renderer‑compatible, and mobile‑friendly visual effects in Godot 4 is error-prone and time consuming because Godot's shading language differs from raw GLSL, renderer tiers impose different constraints, and performance budgets on mobile are strict. This Skill encapsulates best practices, ready-to-use shader patterns, profiling checklists, and a workflow to go from artist-friendly prototypes to optimized code shaders.
Core Features & Use Cases
- Engine‑accurate shader examples: CanvasItem outlines, Spatial dissolve, water surfaces, and post‑process CompositorEffect patterns written for Godot 4.
- Workflow guidance: Prototype in VisualShader, port to code shaders for performance, and perform a mobile compatibility pass.
- Performance and renderer guidance: Rules for TEXTURE sampling, SCREEN_TEXTURE usage, discard vs alpha scissor, and renderer‑specific limits (Forward+, Mobile, Compatibility).
- Audit checklist: Texture sample counting, uniform hint enforcement, compatibility flags, and profiling steps for Godot's rendering profiler.
- Advanced tactics: Guidance on RenderingDevice compute dispatch, VisualShader node hygiene, and multi‑pass CompositorEffect architectures.
Quick Start
Write a Godot 4 canvas_item shader that draws a configurable outline around a sprite while minimizing texture samples for mobile performance.