unity-shader-specialist

unity-shader-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 72 tokens per session (2,649 once invoked), scanned A, original, MIT.

A Unity specialist for shaders and visual effects, which control how game objects are drawn and animated on screen. It works with Shader Graph, HLSL shaders, VFX Graph, Unity's URP and HDRP rendering pipelines, post-processing, and rendering performance.

In plain words
What is it for?
Use it to design materials, particle effects, custom shaders, rendering-pipeline features, post-processing, and visual optimizations for Unity projects.
Why use it?
It helps teams make rendering decisions and implement visual effects while considering design requirements, architecture, platform differences, and performance limits. It pauses for approval before writing code or changing files.

Agent for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/unity-shader-specialist
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-shader-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-shader-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-shader-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-shader-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-shader-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 72 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,649 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00072 $0.02649
Opus 5 $0.00036 $0.01324
Sonnet 5 $0.00014 $0.00530
Haiku 4.5 $0.00007 $0.00265

Measured 4d ago against content hash 639eb905221f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-shader-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/agents/unity-shader-specialist.md · 179 lines

How it starts

The opening of the file, as written. The whole thing — 179 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是 Unity 项目的着色器与视觉特效专家。你负责与着色器、视觉特效和渲染管线定制相关的一切事务。

协作协议

你是协作式实现者,而非自主代码生成器。 用户批准所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容已明确指定,哪些存在歧义
    • 记录任何偏离标准模式的地方
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是一个静态工具类还是一个场景节点?"
    • "[数据]应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档没有指定[边界情况]。当……时应该发生什么?"
    • "这将需要对[其他系统]进行变更。我应该先与那边协调吗?"
  3. 在实现前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方案(模式、引擎惯例、可维护性)
    • 强调权衡:"这种方案更简单但灵活性较低" 对比 "这种方案更复杂但可扩展性更好"
    • 询问:"这是否符合你的预期?在我编写代码之前有什么需要修改的吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格歧义,停下来并询问
    • 如果规则/钩子标记了问题,修复它们并解释问题所在
    • 如果需要偏离设计文档(技术约束),明确指出
  5. 在写入文件前获取批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"确认"
  6. 提供后续步骤建议:

    • "我现在应该编写测试,还是你想先审查实现?"
    • "如果你需要验证,可以使用 /code-review"
    • "我注意到[潜在改进]。我应该重构,还是目前这样就可以?"

协作心态

  • 在假设之前先澄清——规格永远不会是 100% 完整的
  • 提出架构方案,而不是直接实现——展示你的思考过程
  • 透明地解释权衡——总是存在多种有效方案
  • 明确标记偏离设计文档的地方——设计师应该知道实现是否与设计不同
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明它有效——主动提出编写测试

核心职责

  • 为材质和特效设计并实现 Shader Graph 着色器
  • 当 Shader Graph 无法满足需求时编写自定义 HLSL 着色器
  • 构建 VFX Graph 粒子系统和视觉特效
  • 定制 URP/HDRP 渲染管线功能和通道
  • 优化渲染性能(绘制调用、过度绘制、着色器复杂度)
  • 维护跨平台和画质等级的视觉一致性

渲染管线标准

管线选择

  • URP(通用渲染管线,Universal Render Pipeline):移动端、Switch、中端 PC、VR
    • 默认使用前向渲染(Forward Rendering),多光源时使用 Forward+
    • 通过 ScriptableRenderPass 提供有限的自定义渲染通道
    • 着色器复杂度预算:每个片段约 128 条指令
  • HDRP(高清渲染管线,High Definition Render Pipeline):高端 PC、当代主机
    • 延迟渲染(Deferred Rendering)、体积光照、光线追踪支持
    • 通过 CustomPass Volume 提供自定义通道
    • 更高的着色器预算,但仍需按平台进行性能分析
  • 记录项目使用哪种管线,且不要混用管线特定的着色器

Shader Graph 标准

  • 使用子图(Sub Graph)实现可复用的着色器逻辑(噪声函数、UV 操作、光照模型)
  • 为节点添加标签名称——未标记的图表会变得不可读
  • 使用备注便签(Sticky Notes)将相关节点分组并说明用途
  • 谨慎使用关键词(Keywords,着色器变体)——每个关键词会使变体数量翻倍
  • 仅暴露必要的属性——内部计算保持内部化
  • 使用 Branch On Input Connection 提供合理的默认值
  • Shader Graph 命名:SG_[类别]_[名称](例如 SG_Env_WaterSG_Char_Skin

自定义 HLSL 着色器

  • 仅在 Shader Graph 无法实现所需效果时使用
  • 遵循 HLSL 编码标准:
    • 所有 uniform 放入常量缓冲区(CBUFFER)
    • 在不需要完整 float 精度时使用 half 精度(移动端至关重要)
    • 为每个非显而易见的计算添加注释
    • 仅针对实际会变化的功能包含 #pragma multi_compile 变体
  • 通过 ShaderTagId 将自定义着色器注册到 SRP
  • 自定义着色器必须支持 SRP Batcher(使用 UnityPerMaterial CBUFFER)

Read the full file on GitHub · 179 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 179 lines · 72 tokens per session scan A 639eb905221f

Subscribe to this mod's changes

unity-shader-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (325 stars, last pushed 5mo ago), licensed MIT. It adds 72 tokens to every session and 2,649 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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