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 skills add adevra/unity-shader-agent-skills --skill mobile-shader-optimizationgit 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-shader-optimization)<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/mobile-shader-optimization"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/mobile-shader-optimization/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/mobile-shader-optimization"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/mobile-shader-optimization.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00031 | $0.02913 |
| Opus 5 | $0.00015 | $0.01456 |
| Sonnet 5 | $0.00006 | $0.00583 |
| Haiku 4.5 | $0.00003 | $0.00291 |
Grade A, and why
mobile-shader-optimization 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 9d 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 — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Mobile Shader Optimization for Unity
TRIGGER
Use this skill when the user is writing, reviewing, or optimizing Unity shaders for mobile platforms (Android, iOS) or any GPU-constrained environment (Meta Quest VR, low-end devices). Triggers include: mentions of "mobile", "Android", "iOS", "Mali", "Adreno", "PowerVR", "performance", "optimization", "fillrate", "overdraw", "bandwidth", "frame budget", "half precision", "LOD", "baked lighting", or any shader work targeting sub-60fps scenarios. Also trigger when the user is profiling shaders, asking about GPU architecture, or comparing Simple Lit vs Complex Lit in URP.
CORE RULES — HARD CONSTRAINTS
These rules must always be followed when writing mobile shaders:
-
Use
halfprecision by default. Only usefloatfor world-space positions, UV coordinates requiring high precision, and depth calculations. On Mali and Adreno GPUs,halftriggers 16-bit fast paths that are 2x faster. -
Never use
discard(clip/alpha-test) on PowerVR or Apple GPUs. It breaks Early-Z/Hidden Surface Removal, forcing the GPU to process fragments it would otherwise skip. Use alpha blending instead, or move discard to a separate pass. -
Keep Shader Graph node count under 100 for mobile. Each node compiles to shader instructions. Exceeding ~100 nodes risks exceeding mobile GPU instruction limits and causes performance cliffs.
-
Never use
whileordo-whileloops in shaders targeting OpenGL ES 2.0 / WebGL 1.0. Only countingforloops are allowed. Even on ES 3.0+, avoid dynamic loop bounds — they prevent the compiler from unrolling. -
Avoid dynamic branching on mobile. Mobile GPUs often execute both branches regardless. Use
step(),lerp(),saturate()for branchless alternatives. -
Multiply scalars before vectors.
float3 result = scalar1 * scalar2 * vectoris faster thanfloat3 result = vector * scalar1 * scalar2because the first scalar multiply is 1 ALU op instead of 3. -
Limit texture samples. Each sample costs bandwidth. Target ≤4 texture samples per fragment on low-end mobile. Use channel packing to combine maps (see
texture-packing-variant-strippingskill).
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.
- 9d ago First seen · 243 lines · 31 tokens per session scan A 6ae2b6e6d507
mobile-shader-optimization is a skill published in the GitHub repository adevra/unity-shader-agent-skills (9 stars, last pushed 5mo ago), licensed MIT. It adds 31 tokens to every session and 2,913 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 2026-08-31.
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