Skill v1.0.0
currentLLM-judged scan90/100version: "1.0.0" name: godot-rendering description: "Build, modify, and diagnose Godot rendering, materials, shaders, lights, particles, Viewports, and HDR presentation. Use godot-performance for measured bottleneck optimization."
Rendering, Materials, and HDR
Purpose and Scope
Deliver the requested appearance and renderer fallback. Covers game-facing rendering APIs; engine CPU allocator and Polygon2D internals are research examples, not script operations.
Prerequisite Checks
Inspect engine/build, active renderer and driver, target platform, imported meshes/textures, material ownership, WorldEnvironment and Viewport configuration. Capture the symptom on the real render path. HDR additionally needs a supported OS/display/driver and physical HDR display; headless runs cannot validate appearance.
Baseline: Godot 4.7 documentation and locally verified Godot 4.7.2. Read execution conventions before the first engine launch; confirm the actual project version.
Workflow and Key Decisions
For staged shader effects and embedded popup postprocessing, read the task recipe.
- Choose renderer from target capability and required effects; verify effective method/driver after fallback.
- Read the relevant material/shader, lighting/particles, Viewport or HDR recipe in native.md. Preserve artistic intent while changing one relevant setting or resource.
- Use shared materials for common appearance; duplicate only for instance exceptions or use supported instance uniforms. Check normal/tangent data, color encoding and transparent-pass behavior.
- Build an isolated scene that reproduces the desired effect and failure. Apply changes to the requested project, save resources and reload without cache before testing actual pixels.
- Diagnose artifacts by renderer, geometry, material, depth, lighting and presentation stage; measure costs with godot-performance when optimization is requested.
File Changes, Saving, and Recovery
Record existing material/scene/resource references before edits. Keep imported source assets authoritative and persist editable overrides separately. Check ResourceSaver errors and cache-ignored readback; shared-resource mutations affect all users. Restore the prior material/settings if the retest fails; retain failed captures for diagnosis. Use recovery conventions when a failure needs restoration.
Acceptance and Delivery
Require material/parameter readback and rendered evidence at target resolution/backend. The minimal example verifies saved shader parameters, independent material modification and actual changed GPU pixels. Report HDR, stereo, target-device and visual checks as untested until exercised; a screenshot is not HDR calibration. Deliver changed files, exact commands/version/mode, assertions, artifacts, failures and explicit untested scope. Logs and exit codes must agree with reports.
On-Demand References and Examples
Read native recipes and diagnostics for the selected rendering task. Run the shader example for actual GPU pixels or the 3D resource example for scene/material readback; use the matching script and explicit output directory. For source contracts and visual limits, use evidence standards.