shader_manage
Create shader resources, apply visual effect presets, and set or inspect shader parameters for 2D and 3D Godot materials.
Instructions
Shader System and Visual Effect Management.
Ops:
create(path="res://shaders/custom.gdshader", shader_type="canvas_item", code="", overwrite=False) Create a new .gdshader resource with boilerplate for canvas_item, spatial, particles, sky, or fog.
apply_preset(preset="outline_2d", target_node_path="", shader_path="", params={}) Compile and apply production shader presets: - outline_2d: Dynamic sprite border outline (outline_color, outline_width). - hit_flash: Combat damage flash effect (flash_color, flash_modifier). - dissolve_2d: Burning noise dissolve effect (dissolve_amount, burn_color, burn_size). - water_2d: Wave distortion and reflection (water_tint, wave_speed, wave_freq, wave_amp). - foliage_wind: Vertex displacement wind sway (wind_speed, wind_strength). - crt_scanline: Retro CRT monitor scanlines, curvature, and vignette. - hologram_glitch: Sci-fi holographic glitch and scanlines (holo_color, scanline_density). Optionally assign directly to target node's material.
set_param(param="outline_width", value=2.0, target_node_path="", material_path="") Set a uniform parameter on a ShaderMaterial by target node or material path.
get_params(target_node_path="", material_path="") Inspect shader code and parameters from a target node or material path.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||