Break down HLSL / ShaderLab shader code into a Mermaid diagram of the equivalent Unity Shader Graph — Blackboard properties, nodes, port-to-port wiring, and Master Stack outputs — verified against the Shader Graph docs for the project's exact Shader Graph version. Use when asked to tear down, visualize, port, or…
Build a real Unity Shader Graph (.shadergraph) from a shader-teardown Mermaid diagram, then verify it in the running Editor (import, compile messages, nodes/edges that survived loading) and, when the original HLSL shader is available, compare both renders pixel by pixel. Use after shader-teardown when the user wants…
Control a running Unity Editor (or development Player) via the com.unity.pipeline HTTP API and the unity CLI — edit scenes/assets/prefabs, enter play mode, take screenshots, read console logs, recompile, run tests, build, eval C#, hot-reload code. Use when the task requires interacting with a live Unity Editor or…