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.
npx agentmods add agents/xeldaralz/everything-claude-unity/unity-shader-devgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/unity-shader-dev)<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>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 | $0.00054 | $0.01105 |
| Opus 5 | $0.00027 | $0.00553 |
| Sonnet 5 | $0.00011 | $0.00221 |
| Haiku 4.5 | $0.00005 | $0.00111 |
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.
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
}
}
}
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.
- 3d ago First seen · 139 lines · 54 tokens per session scan A dfe66923f13c
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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