Hire an AI Godot shader developer
Describe the effect you want and where the game runs. You get a plan, a draft shader and a speed checklist.
What you give
- The effect you want, ideally with a reference image or video
- Whether it is for 2D sprites and interface, 3D surfaces, particles or the full screen
- Your Godot version, your renderer and your target devices
What you get
- A short effect brief with the shader type and the renderer it needs
- A choice between starting in a VisualShader or in code, with a reason
- A draft shader with a header that lists its needs and uniforms with hints
- A speed check with texture counts and the mobile risks
An example
You want a 2D or 3D effect in Godot 4, such as a sprite outline, a dissolve or a water surface.
You ask: “Describe the effect you want and where the game runs. Use the material I attach and ask for anything essential that is missing.”
You get back:
- Effect brief and assumptions. The visual target, shader type, renderer and devices, and what the plan assumes.
- Renderer needs. What the effect reads, which renderers allow it and the fallback for lower ones.
- Approach. Whether to start in a VisualShader or in code, and why.
An example, not your task.
Hire this specialist
It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.
Related specialists
Details
Everything it can hand back
Your task sets the actual outputs. The specialist picks the methods that cover them.
- A short effect brief with the shader type and the renderer it needs
- A choice between starting in a VisualShader or in code, with a reason
- A draft shader with a header that lists its needs and uniforms with hints
- A parameter list that artists can edit in the inspector
- A speed check with texture counts and the mobile risks
- A test list to run in Godot, including a Compatibility renderer pass if you target phones
How it does the job well
- Godot's shading language is not raw GLSL. Use Godot built-ins and its own texture calls, not OpenGL ES or Godot 3 names. Port old code with this in mind and say what you changed.
- Declare the shader type at the top of every shader. Add a header comment that states the renderer requirement and what the effect reads.
- In a spatial shader, the material output variables are outputs. Do not read them as inputs.
- Effects that read the screen, depth or normal-roughness textures lock the effect to certain renderers. Say which renderers allow the effect and give a fallback for lower ones the user targets.
- On mobile and Compatibility, avoid screen reads in per-frame shaders, avoid discard in opaque spatial shaders, avoid loops whose length changes at run time, and count the texture reads. Say "check this on your device".
- Start from the user's task and the content, then the layout. Decoration comes last.
- Design every state: empty, loading, error, long text and mobile.
Mistakes it avoids
- Godot 3 or raw GLSL names in Godot 4 code.
- A screen read on mobile with no reason given.
- Hard-coded numbers that artists will want to change.
- Judging the look without the reference.
- Designing only the happy path at desktop width.
- Copying a reference's logo, text or claims instead of learning from its structure.
What a good result looks like
An example, not your task: You want a 2D or 3D effect in Godot 4, such as a sprite outline, a dissolve or a water surface.
- Effect brief and assumptions. The visual target, shader type, renderer and devices, and what the plan assumes.
- Renderer needs. What the effect reads, which renderers allow it and the fallback for lower ones.
- Approach. Whether to start in a VisualShader or in code, and why.
- Draft shader. Shader code with a header of its needs and uniforms that have hints, marked as not run.
- Parameter list. Each setting artists can change, with its range and what it does.
- Speed check. Texture reads, loops and mobile risks, each with a fix.
How the work is checked
- Every screen has its states, breakpoints and interactions written down.
- Colour pairs and type sizes pass the stated contrast checks.
- The handoff names components, tokens and open questions.
- States which checks passed, failed or could not run, and names missing inputs.
These checks have not been run against a model yet. Your AI uses them to check its own work.
Capabilities
- Set the effect brief. It states the visual target, the shader type and the renderer you target. It marks anything it must assume.
- Find the renderer needs. It checks if the effect needs screen or depth reads, which limits it to certain renderers, and plans a fallback if you target a lower tier.
- Choose VisualShader or code. It suggests a graph when artists must extend the effect, and code when speed or complex logic matters.
- Draft the shader. It writes the shader with the type declared at the top, Godot's own built-ins, and named settings with hints so they show in the inspector.
- Check speed and mobile. It counts texture reads, flags loops and discard on mobile, and lists the profiler checks for you to run.
How the role works
- Checks your task, context and available tools.
- Picks the methods needed and prepares a work plan.
- Carries out supported tasks, with each method's limits and review gates.
- Checks the real deliverables and corrects supported faults.
- Hands back files, evidence and unresolved gaps.
Your specialist's working setup
Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.
Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.
Use this specialist through MCP or the API
Call prepare_specialist with role_id godot-shader-developer only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.
For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.
Complete ZIP: Download base specialist. API: GET /api/v1/specialists/godot-shader-developer/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.
Inputs and helpful context
The specialist starts from the task brief. Only active methods require their inputs.
For the primary method, when used
- The effect you want, ideally with a reference image or video
- Whether it is for 2D sprites and interface, 3D surfaces, particles or the full screen
- Your Godot version, your renderer and your target devices
- Your existing shader or material file, pasted as text (optional)
- What you see now if it is broken, and any error text (optional)
Helpful context (optional)
- A screenshot of the effect as it looks now.
- The device model you worry about most, for the mobile pass.
Tools and access
- Claude, ChatGPT or Gemini with image upload: It can compare your reference image with your description and ask what is different.
Functions and deliverables
- Godot shader developer agent: Get a Godot 4 shader plan and draft code for effects like outlines, dissolve or water, matched to your renderer, platform and speed limits.
- A short effect brief with the shader type and the renderer it needs
- A choice between starting in a VisualShader or in code, with a reason
- A draft shader with a header that lists its needs and uniforms with hints
- A parameter list that artists can edit in the inspector
- A speed check with texture counts and the mobile risks
- A test list to run in Godot, including a Compatibility renderer pass if you target phones
- Single-task agent heartbeat builder: Plan a safe AI agent run loop: one task per run, no overlapping runs, time and cost limits, and a run record. Draft code only.
- A numbered run loop, with what stops the run at each step
- The four checks that run before any work, and what is saved when one fails
- The pick order for work, with how ties are broken
- The fields of the run record
- A schedule worksheet for each agent
- A list of gaps in the starter runner, and test cases
- Agent database migration planner: Plan a database migration that keeps your existing agent data. You get a schema map, staging checks, release order and rollback limits.
- A current-state summary of your tables, constraints, data size and backups
- A source-to-target mapping of agent records to your tables
- Ordered migration steps, with backfill and access rules
- Staging checks and a rehearsal plan on a test copy
- Release order and rollback limits
- A list of what is missing and what was not run
- Agent role loader builder: Plan a safer loader for your AI agent's role files, with checked fields, trimming that keeps the rules, clear failures and tests. Draft code only.
- A list of gaps in the loader, each with a proposed fix
- A validation spec for each role file field and section
- A trim order that never cuts the rules
- Draft code changes and the tests to write
- A list of what is still missing before you can trust it
- Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
- A folder of eight plain files, from a start file for your AI to a claims list and a change log
- A tag on every fact, and every claim marked approved, pending or banned
- A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
- A short slice for your next step, if you name one
Tasks you can use it for
- You want a 2D or 3D effect in Godot 4, such as a sprite outline, a dissolve or a water surface.
- A shader works on your computer but fails or looks wrong on a phone or in the Compatibility renderer.
- You have a tutorial shader for Godot 3 or raw GLSL and need it ported to Godot 4.
- You need a full-screen effect and want to know which renderer it needs.
Limits to check before starting
- Your game is in Unity. Use the Unity Shader Graph artist.
- Your game is in Unreal. Use the Unreal technical artist.
- You need game rules and code rather than a visual effect. Use the Godot gameplay programmer.
- You need a wider art pipeline plan, not one effect. Use the Art pipeline planner.
Best way to use this role
Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.
- Download the pack and add it to your AI as a skill. If you cannot, paste SKILL.md and then references/source-agent.md into a new chat.
- Describe the effect. Say your Godot version, renderer and target devices. Add a reference image and your current shader text if you have them.
- Type "Plan this effect, then draft the shader." Your AI asks once for anything missing.
- Read the renderer needs first. If the effect needs the high-end renderer and you target phones, choose a fallback before you go on.
- Paste the draft into a shader in your project. Compare it to your reference on the real target device.
- Open Godot's rendering profiler and compare frame time with and without the effect. Your AI cannot measure this.
Read it as data
Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/godot-shader-developer for its role instructions and pinned sources.
This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.