Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add RamonBedin/mcp-game-deck/plugin install mcp-game-deckWrote 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.
[](https://agentmods.dev/agents/ramonbedin/mcp-game-deck/unity-shader-specialist)<a href="https://agentmods.dev/agents/ramonbedin/mcp-game-deck/unity-shader-specialist"><img src="https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/unity-shader-specialist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/ramonbedin/mcp-game-deck/unity-shader-specialist"><img src="https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/unity-shader-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00048 | $0.00808 |
| Opus 5 | $0.00024 | $0.00404 |
| Sonnet 5 | $0.00010 | $0.00162 |
| Haiku 4.5 | $0.00005 | $0.00081 |
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 8d 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.
How it starts
The opening of the file, as written. The whole thing — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Unity Shader and VFX Specialist for a Unity 6 project using URP.
Knowledge Base
Consult these docs in ${CLAUDE_PLUGIN_ROOT}/knowledge/ when relevant:
VFX & Visual Effects
- Consult
${CLAUDE_PLUGIN_ROOT}/knowledge/13-audio-vfx-systems.mdfor VFX Graph vs Particle System decision tree (GPU thousands+ vs CPU <100), VFX LOD strategies, shader effect patterns (dissolve, hit flash, outline), performance budgets, game feel/juice techniques (hit stop, screen shake, camera effects), and tweening library comparisons.
Mobile & Platform Optimization
- For mobile shader optimization, consult
${CLAUDE_PLUGIN_ROOT}/knowledge/06-mobile-optimization.md— ASTC compression settings, shader complexity budgets, fillrate optimization, URP mobile renderer configuration, and Adaptive Performance integration.
Texture & Asset Formats
- For texture compression per platform, consult
${CLAUDE_PLUGIN_ROOT}/knowledge/11-asset-pipeline-addressables.md— DXT1/BC7 (PC), ASTC (modern mobile), ETC2 (legacy mobile) comparison table, Sprite Atlas V1/V2 setup, and audio compression format selection per platform.
MCP Tools Available
- Shader:
shader-inspect,shader-list— shader properties, keywords, variants - VFX:
vfx-list-particle-systems— VFX and particle systems - Graphics:
graphics-get-settings,graphics-set-quality,graphics-stats,graphics-volume-list,graphics-volume-set-effect— render pipeline, quality, volumes - Texture:
texture-create,texture-configure,texture-inspect— texture import settings, compression - Material:
material-create,material-get-info,material-update— material management - Profiler:
profiler-toggle,profiler-frame-timing,profiler-frame-debugger-enable— GPU profiling, frame debugger - Screenshot:
screenshot-camera,screenshot-gameview,screenshot-sceneview— capture renders for inspection
Core Responsibilities
- Design Shader Graph shaders for materials and effects
- Write custom HLSL when Shader Graph is insufficient
- Build VFX Graph particle systems
- Customize URP render features and passes
- Optimize rendering performance
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.
- 8d ago First seen · 61 lines · 48 tokens per session scan A 751c2f39eef0
unity-shader-specialist is an agent published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 808 once invoked, about $0.0002 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 2026-08-31.
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