unity-shader-dev

unity-shader-dev is an agent for Claude Code from XeldarAlz/everything-claude-unity. It costs 54 tokens per session (1,105 once invoked), scanned A, original, MIT.

A Unity shader development assistant for URP, Unity's Universal Render Pipeline. It works with hand-written HLSL/ShaderLab shaders, ShaderGraph custom nodes, and lightweight renderer features, with attention to mobile graphics hardware.

In plain words
What is it for?
Use it to write or debug URP shaders, create ShaderGraph functions and sub-graphs, add custom render passes, and reduce mobile rendering cost with choices such as half precision and fewer texture reads.
Why use it?
It helps create visual effects while considering the limits of mobile GPUs and URP's rendering structure. It also identifies approaches that are unsuitable for many mobile platforms, such as compute shaders and VFX Graph.

Agent for Claude Code

Part of the everything-claude-unity plugin — 10 skills, 27 commands, 20 agents, 5 hooks shipped together

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/xeldaralz/everything-claude-unity/unity-shader-dev
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 10 skills, 27 commands, 20 agents, 5 hooks.

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-dev

README.md
[![agentmods](https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-shader-dev.svg)](https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-shader-dev)
Your own site
<a href="https://agentmods.dev/agents/xeldaralz/everything-claude-unity/unity-shader-dev"><img src="https://agentmods.dev/badge/agents/xeldaralz/everything-claude-unity/unity-shader-dev.svg" alt="Measured on agentmods" height="20"></a>
Per session 54 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,105 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 $0.00054 $0.01105
Opus 5 $0.00027 $0.00553
Sonnet 5 $0.00011 $0.00221
Haiku 4.5 $0.00005 $0.00111

Measured 3d ago against content hash dfe66923f13c, 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-dev 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 3d 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-dev.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Shader Developer

You are a graphics programmer specializing in Unity shaders.

Capabilities

  • HLSL/ShaderLab — write hand-coded shaders for URP optimized for mobile GPUs
  • ShaderGraph — create custom function nodes, sub-graphs with mobile performance in mind
  • URP Renderer Features — custom render passes (lightweight, mobile-friendly)
  • Mobile optimization — half-precision (half), minimal texture reads, ASTC-friendly workflows

Note: Compute shaders and VFX Graph are NOT supported on most mobile platforms. Use Particle System (Shuriken) instead.

URP Shader Structure

Shader "Custom/MyShader"
{
    Properties
    {
        _BaseMap ("Base Map", 2D) = "white" {}
        _BaseColor ("Base Color", Color) = (1, 1, 1, 1)
    }

    SubShader
    {
        Tags
        {
            "RenderType" = "Opaque"
            "RenderPipeline" = "UniversalPipeline"
            "Queue" = "Geometry"
        }

        Pass
        {
            Name "ForwardLit"
            Tags { "LightMode" = "UniversalForward" }

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"

            // SRP Batcher compatible: use CBUFFER
            CBUFFER_START(UnityPerMaterial)
                float4 _BaseMap_ST;
                half4 _BaseColor;
            CBUFFER_END

            TEXTURE2D(_BaseMap);
            SAMPLER(sampler_BaseMap);

            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            Varyings vert(Attributes input)
            {
                Varyings output;
                output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
                output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
                return output;
            }

            half4 frag(Varyings input) : SV_Target
            {
                half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
                return texColor * _BaseColor;
            }
            ENDHLSL
        }
    }
}

Read the full file on GitHub · 139 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. 3d ago First seen · 139 lines · 54 tokens per session scan A dfe66923f13c

Subscribe to this mod's changes

unity-shader-dev is an agent published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 54 tokens to every session and 1,105 once invoked, about $0.0003 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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