shader-review

Review Godot shader and material code for common engine gotchas.

511|44|Updated Apr 13, 2026
One-click install
npx skills add https://github.com/RandallLiuXin/GodotMaker --skill shader-review
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shader-review
Source: https://github.com/RandallLiuXin/GodotMaker/tree/main/skills/reviewer/shader
Command: npx skills add https://github.com/RandallLiuXin/GodotMaker --skill shader-review

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents frustrating Godot shader bugs by reviewing newly implemented shader and material code for known engine pitfalls that often fail silently.

Core Features & Use Cases

  • Post-implementation shader gotcha review: Scans Godot Shader/Material implementations for common failure modes such as uniform type mismatches, shared material state bleeding, and incorrect screen texture usage.
  • Automated checklist guidance: Maps findings to specific checks for uniform type correctness, shared material mutation risks, instance uniform scope, and 2D/3D screen texture behavior.
  • Targeted remediation: For each detected issue, it cites the gotcha ID, shows the offending code, and provides the recommended fix to align with Godot 4.x behavior.

Quick Start

Use the shader-review skill after your Godot shader code is implemented to have it scan the codebase for known shader/material pitfalls and return an issues-and-fixes report.

Frequently Asked Questions about shader-review

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I catch silent Godot shader bugs after implementing a ShaderMaterial?

To catch silent Godot shader bugs, review your implemented .gdshader and ShaderMaterial code against known engine gotchas. This process scans for uniform type mismatches, shared material state bleeding, and incorrect hint_screen_texture usage to prevent incorrect rendering.

Why does my Godot set_shader_parameter call cause shared material state bleeding?

Your set_shader_parameter call causes shared material state bleeding because mutating a base ShaderMaterial affects all instances using it. Reviewing your code for this gotcha identifies the mutation risk and recommends fixes like using instance uniforms for per-object overrides.

How do I review Godot instance uniform declarations for scope correctness?

Reviewing Godot instance uniform declarations involves scanning your .gdshader code to verify variable scope and ensure set_shader_parameter calls align with instance-level expectations. This detects incorrect uniform declarations that cause silent rendering failures.

What is the best way to check Godot hint_screen_texture usage for 2D and 3D rendering?

The best way to check hint_screen_texture usage is to scan your shader code for matching gotchas regarding incorrect screen texture behavior and BackBufferCopy requirements. This identifies problematic snippets and provides targeted fixes for your specific rendering context.

Does this shader review process work with VisualShader nodes in Godot 4?

Yes, the shader review process works with VisualShader nodes in Godot 4. It scans implemented VisualShader and .gdshader code for common engine gotchas, citing specific gotcha IDs with offending snippets and recommended fixes to align with Godot 4.x behavior.

When should I run a Godot shader compilation verification checklist?

You should run a Godot shader compilation verification checklist after implementing shader-related code changes to verify static and runtime checks. This ensures your ShaderMaterial compiles correctly and detects any remaining rendering bugs before shipping.