unity-shader-specialist

unity-shader-specialist is an agent for Claude Code from RamonBedin/mcp-game-deck. It costs 48 tokens per session (808 once invoked), scanned A, original, MIT.

A Unity graphics specialist for shaders and visual effects. Shaders control how surfaces are drawn, while visual effects include particles and other animated effects; this add-on works with Shader Graph, HLSL, VFX Graph, and URP.

In plain words
What is it for?
Use it to build shaders and effects, choose between particle systems and VFX Graph, customize URP rendering, add effects such as outlines or dissolves, and optimize textures and rendering.
Why use it?
It helps create the intended look while keeping rendering costs suitable for the target platform, including mobile devices.

Agent for Claude Code

Written for Claude Code: ${CLAUDE_PLUGIN_ROOT} variable. Also seen: model in frontmatter.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the mcp-game-deck plugin — 24 skills, 10 agents shipped together

Good fit Use it to build shaders and effects, choose between particle systems and VFX Graph, customize URP rendering, add effects such as outlines or dissolves, and optimize textures and rendering.

Compare 6 agents from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add RamonBedin/mcp-game-deck
Claude Code
/plugin install mcp-game-deck

Made for: Claude Code.

Or install mcp-game-deck, the plugin that ships this one along with the rest of its 24 skills, 10 agents.

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/ramonbedin/mcp-game-deck/unity-shader-specialist/github.svg)](https://agentmods.dev/agents/ramonbedin/mcp-game-deck/unity-shader-specialist)
Your own site
<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.

agentmods 80×15 button for unity-shader-specialist

Your own site · 80×15
<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>
Per session 48 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 808 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00048 $0.00808
Opus 5 $0.00024 $0.00404
Sonnet 5 $0.00010 $0.00162
Haiku 4.5 $0.00005 $0.00081

Measured 8d ago against content hash 751c2f39eef0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 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.

Plugin~/agents/unity-shader-specialist.md · 61 lines

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.md for 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.mdASTC 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.mdDXT1/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

Read the full file on GitHub · 61 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. 8d ago First seen · 61 lines · 48 tokens per session scan A 751c2f39eef0

Subscribe to this mod's changes

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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