mobile-post-processing

mobile-post-processing is a skill for Claude Code, Codex from adevra/unity-shader-agent-skills. It costs 21 tokens per session (2,162 once invoked), scanned A, original, MIT.

Guidelines for adding screen-wide visual effects to Unity URP, such as bloom, blur, color changes, outlines, and vignettes.

In plain words
What is it for?
Use it to create or optimize Unity URP post-processing for mobile or WebGL, including renderer features, full-screen passes, and combined effects.
Why use it?
It helps reduce the frame-time cost of effects that read and rewrite the entire screen on mobile hardware.

Skill for Claude CodeCodex

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 skills/adevra/unity-shader-agent-skills/mobile-post-processing
Any agent
npx skills add adevra/unity-shader-agent-skills --skill mobile-post-processing
Clone the repo
git clone --depth 1 https://github.com/adevra/unity-shader-agent-skills

Made for: Claude Code, Codex.

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 mobile-post-processing

README.md
[![agentmods](https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/mobile-post-processing.svg)](https://agentmods.dev/skills/adevra/unity-shader-agent-skills/mobile-post-processing)
Your own site
<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/mobile-post-processing"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/mobile-post-processing.svg" alt="Measured on agentmods" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,162 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 $0.00021 $0.02162
Opus 5 $0.00010 $0.01081
Sonnet 5 $0.00004 $0.00432
Haiku 4.5 $0.00002 $0.00216

Measured 5d ago against content hash 639423bd78e3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

mobile-post-processing 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.

skills/mobile-post-processing/SKILL.md · 208 lines

How it starts

The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Mobile Post-Processing for Unity URP

TRIGGER

Use this skill when the user wants to add, create, or optimize post-processing effects in Unity for mobile or WebGL targets. Triggers include: "post-processing", "bloom", "vignette", "color grading", "blur", "outline", "edge detection", "chromatic aberration", "Renderer Feature", "Full Screen Pass", "Blit", "post-process mobile", or any mention of screen-space effects on constrained hardware. Also trigger when the user reports post-processing is causing frame drops on mobile.


CORE RULES

  1. Every post-processing pass costs a full-screen blit — reading the entire framebuffer from main memory and writing it back. On tiled mobile GPUs, this flushes tile memory. Budget 0.5–2ms per pass on mid-range mobile.

  2. Combine all effects into a single pass whenever possible. Unity's default post-processing stack runs each effect as a separate pass. On mobile, this alone can add 6ms+ (measured: vignette alone = 6ms on some devices). Use a single-pass approach instead.

  3. Disable HDR unless you specifically need Bloom. HDR doubles framebuffer bandwidth (16-bit float vs 8-bit per channel). If you only need color grading, apply it in LDR.

  4. Bloom is the most expensive default effect on mobile. It requires downsampling, blurring, and upsampling — multiple passes. If you need it, reduce iterations (2–3 max), use a half-resolution blur, and skip the high-quality prefilter.

  5. Never use Motion Blur or Depth of Field on mobile. They require multiple texture samples per fragment across multiple passes.

  6. Prefer Renderer Features over Volume-based post-processing for custom effects in URP. Renderer Features give you direct control over when and how the blit happens.


SINGLE-PASS POST-PROCESSING TEMPLATE

This approach combines vignette + color grading + simple bloom in one pass:

Shader "Mobile/PostProcess_SinglePass"
{
    Properties
    {
        _MainTex ("Source", 2D) = "white" {}
        _VignetteIntensity ("Vignette Intensity", Range(0, 1)) = 0.3
        _VignetteRadius ("Vignette Radius", Range(0, 1)) = 0.7
        _Contrast ("Contrast", Range(0.5, 1.5)) = 1.1
        _Saturation ("Saturation", Range(0, 2)) = 1.1
        _Brightness ("Brightness", Range(0.5, 1.5)) = 1.0
    }
    
    SubShader
    {
        Tags { "RenderPipeline" = "UniversalPipeline" }
        
        Pass
        {
            ZTest Always ZWrite Off Cull Off
            
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            
            CBUFFER_START(UnityPerMaterial)
                half _VignetteIntensity;
                half _VignetteRadius;
                half _Contrast;
                half _Saturation;
                half _Brightness;
            CBUFFER_END
            
            TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
            
            struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; };
            struct Varyings  { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; };
            
            Varyings vert(Attributes v)
            {
                Varyings o;
                o.positionCS = TransformObjectToHClip(v.positionOS.xyz);
                o.uv = v.uv;
                return o;
            }
            
            half4 frag(Varyings i) : SV_Target
            {
                half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                
                // --- Vignette (no extra texture sample) ---
                half2 uvCentered = i.uv - 0.5h;
                half vignette = 1.0h - saturate(
                    length(uvCentered) / _VignetteRadius
                );
                vignette = smoothstep(0.0h, 1.0h, vignette);
                color.rgb *= lerp(1.0h, vignette, _VignetteIntensity);
                
                // --- Brightness / Contrast ---
                color.rgb *= _Brightness;
                color.rgb = (color.rgb - 0.5h) * _Contrast + 0.5h;
                
                // --- Saturation ---
                half luminance = dot(color.rgb, half3(0.2126h, 0.7152h, 0.0722h));
                color.rgb = lerp(luminance.xxx, color.rgb, _Saturation);
                
                return saturate(color);
            }
            ENDHLSL
        }
    }
}

Read the full file on GitHub · 208 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. 5d ago First seen · 208 lines · 21 tokens per session scan A 639423bd78e3

Subscribe to this mod's changes

mobile-post-processing is a skill published in the GitHub repository adevra/unity-shader-agent-skills (9 stars, last pushed 5mo ago), licensed MIT. It adds 21 tokens to every session and 2,162 once invoked, about $0.0001 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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