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 skills/adevra/unity-shader-agent-skills/mobile-post-processingnpx skills add adevra/unity-shader-agent-skills --skill mobile-post-processinggit clone --depth 1 https://github.com/adevra/unity-shader-agent-skillsWrote 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/skills/adevra/unity-shader-agent-skills/mobile-post-processing)<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>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 | $0.00021 | $0.02162 |
| Opus 5 | $0.00010 | $0.01081 |
| Sonnet 5 | $0.00004 | $0.00432 |
| Haiku 4.5 | $0.00002 | $0.00216 |
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.
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
-
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.
-
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.
-
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.
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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.
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Never use Motion Blur or Depth of Field on mobile. They require multiple texture samples per fragment across multiple passes.
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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
}
}
}
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.
- 5d ago First seen · 208 lines · 21 tokens per session scan A 639423bd78e3
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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