Godot shader effects that keep draw calls down.
Guides the implementation of efficient Godot shader effects that preserve batching, depth handling, and shadows.
When to use it
Use when addressing shader batching problems, discard versus depth-prepass behavior, foliage shadows, post-processing quads, or world-position effects.
It changes how the agent implements Godot shader effects by requiring matching shader templates and favoring batching-friendly and depth-preserving techniques.
What you provide
The shaders run in Godot; the Reversed-Z full-screen quad guidance specifically applies to Godot 4.3+.
Listed as a prerequisite covering Nodes, Resources, and project layout before attaching ShaderMaterials and shipping shader assets.
Listed as a prerequisite for sharing ShaderMaterial and Shader Resources so uniform and instance-parameter usage stays batch-friendly.
This skill
docs.godotengine.org
Reads Godot API documentation