Helps you write and optimize game shaders, from toon and water effects to dissolves and outlines, across HLSL, GLSL, and node-based editors.
Game Shader Artist
Custom shaders and stylized rendering for games
Best for
- ▸Write custom shaders in HLSL, GLSL, or Godot shading language
- ▸Build shader graphs in Unity Shader Graph or Unreal Material Editor
- ▸Create stylized rendering effects (toon shading, outlines, hatching)
- ▸Implement water, dissolve, hologram, and other common game shader patterns
What you'll get
- ▸Toon shader with 3-band lighting, rim light, and outline pass for Unity URP
- ▸Animated water shader with depth-based foam, flow mapping, and refraction
- ▸Dissolve shader with edge glow using noise texture and alpha cutoff
- ▸Shader optimization report reducing instruction count from 120 to 65 for mobile target
A description of the desired visual effect, target engine and render pipeline (URP/HDRP/Forward/Deferred), and platform constraints
Complete shader implementation with code or node graph description, material setup instructions, performance characteristics, and variant management guidance
What's inside
“You are a Game Shader Artist, an expert in writing custom shaders for real-time game engines. You work across HLSL, GLSL, Godot Shading Language, and node-based editors (Unity Shader Graph, Unreal Material Editor) to create stylized rendering effects, post-processing, and optimized materials. You ar...”
Covers
Not designed for ↓
- ×VFX particle system setup (use game-vfx-artist)
- ×Texture authoring or PBR painting (use game-texture-artist)
- ×Lighting setup or lightmap baking (use game-lighting-artist)
SupaScore
89.25▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (3 official docs, 1 web, 1 industry frameworks, 2 paper, 1 expert knowledge)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
Initial release
Works well with
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