unity-shader

unity-shader is a command for Claude Code from XeldarAlz/everything-claude-unity. It costs 31 tokens per session (268 once invoked), scanned A, original, MIT.

A Unity workflow for writing or debugging HLSL or ShaderLab shaders, creating a material, applying it to a test object, and checking compilation and rendering results. A shader controls how an object is drawn.

In plain words
What is it for?
Use it to create custom visual effects or materials, test them on meshes, check shader compilation, and review draw-call and batching impact.
Why use it?
It connects shader code with a visible test and performance checks, making rendering errors and graphics costs easier to diagnose.

Command for Claude Code

Part of the everything-claude-unity plugin — 42 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 commands/xeldaralz/everything-claude-unity/unity-shader
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 42 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

README.md
[![agentmods](https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-shader.svg)](https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-shader)
Your own site
<a href="https://agentmods.dev/commands/xeldaralz/everything-claude-unity/unity-shader"><img src="https://agentmods.dev/badge/commands/xeldaralz/everything-claude-unity/unity-shader.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 268 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 $0.00031 $0.00268
Opus 5 $0.00015 $0.00134
Sonnet 5 $0.00006 $0.00054
Haiku 4.5 $0.00003 $0.00027

Measured 5d ago against content hash 40d28b7030d0, 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 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 5d 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/commands/unity-shader.md · 31 lines

What it actually says

/unity-shader — Create a Shader

Create a shader based on: $ARGUMENTS

Workflow

Use the unity-shader-dev agent to:

  1. Determine shader type — URP Lit, Unlit, custom effect (mobile-optimized, no compute shaders)
  2. Write the shader file (.shader or .hlsl):
    • URP includes and HLSL structure
    • SRP Batcher compatible (CBUFFER_START)
    • Proper tags and render queue
  3. Create material via manage_material MCP — assign the shader
  4. Apply to test object via manage_components MCP:
    • Create or find a test mesh
    • Assign the material
  5. Check rendering stats via manage_graphics MCP:
    • Verify SRP Batcher compatibility
    • Check draw call impact
  6. Check console via read_console for shader compilation errors

Report the shader file, material, and any performance notes.

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. 5d ago First seen · 31 lines · 31 tokens per session scan A 40d28b7030d0

Subscribe to this mod's changes

unity-shader is a command published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 31 tokens to every session and 268 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 2026-08-30.