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 shader-graph-best-practicesgit 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/shader-graph-best-practices)<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/shader-graph-best-practices"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/shader-graph-best-practices/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/shader-graph-best-practices"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/shader-graph-best-practices.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 | $0.00028 | $0.01792 |
| Opus 5.5 | $0.00011 | $0.00717 |
| Sonnet 5.5 | $0.00006 | $0.00358 |
| Haiku 4.5 | $0.00003 | $0.00179 |
Grade A, and why
shader-graph-best-practices 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 2mo 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 — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Shader Graph Best Practices for Mobile Unity
TRIGGER
Use this skill when the user is working with Unity Shader Graph (the node-based visual shader editor) for URP or HDRP. Triggers include: "Shader Graph", "node-based shader", "sub-graph", "custom function node", "Shader Graph mobile", "Shader Graph optimization", "custom lighting Shader Graph", "Shader Graph precision", or any visual shader authoring workflow in Unity. Also trigger when the user references Ben Cloward, Cyanilux, or Daniel Ilett Shader Graph tutorials.
CORE RULES
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Keep node count under 100 for mobile targets. Each node compiles to shader instructions. Above ~100 nodes, mobile GPUs hit instruction cache limits and performance drops sharply. Use Sub Graphs to organize, but they don't reduce instruction count.
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Set graph-level precision to Half for mobile. In the Graph Inspector, change Precision to "Half". Override individual nodes to "Float" only for positions and UVs.
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Use Sub Graphs to organize, not to optimize. Sub Graphs improve readability but compile inline — they don't reduce instruction count. However, they enable reuse across graphs, which reduces total project maintenance.
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Custom Function nodes are the escape hatch. When Shader Graph can't express something efficiently (or uses too many nodes for a simple operation), write a Custom Function node in HLSL. This is especially useful for lighting access, complex math, and platform-specific branching.
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Shader Graph generates all required passes automatically (ForwardLit, ShadowCaster, DepthOnly, DepthNormals, Meta). You don't need to worry about multi-pass like in HLSL — but you also can't optimize individual passes.
CUSTOM LIGHTING IN SHADER GRAPH
Shader Graph's default Lit target uses PBR (Physically Based Rendering). For mobile, you often want simpler lighting. Use Cyanilux's custom lighting sub-graphs:
Install Custom Lighting Nodes
The Cyanilux/URP_ShaderGraphCustomLighting package adds these sub-graph nodes to Shader Graph:
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.
- 2mo ago First seen · 137 lines · 28 tokens per session scan A 8790fafc481b
shader-graph-best-practices is a skill published in the GitHub repository adevra/unity-shader-agent-skills (17 stars, last pushed 7mo ago), licensed MIT. It adds 28 tokens to every session and 1,792 once invoked, about $0.0001 per session on Opus 5.5. 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.
shader-graph-best-practices compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| shader-graph-best-practicesadevra/unity-shader-agent-skills | Skill | 17 | 7mo ago | MIT | A | 28 | Claude Code, Codex |
| mobile-developmentjame581/GodotPrompter | Skill | 964 | today | MIT | A | 33 | Claude Code |
| gamedev-shadersericrisco/rsc-harness | Skill | 608 | yesterday | MIT | A | 102 | Claude Code, Codex |
| 3d-games-v2diegosouzapw/awesome-omni-skills | Skill | 172 | 4mo ago | MIT | A | 55 | Claude Code, Codex |
| godot-adapt-desktop-to-mobilebgrenat/godot-game-dev-studio | Skill | 28 | 5d ago | LGPL-3.0 | A | 101 | Claude Code, Codex |
| godot-prompter-mobile-developmentbgrenat/godot-game-dev-studio | Skill | 28 | 5d ago | LGPL-3.0 | A | 52 | Claude Code, Codex |
| godot-platform-mobilebgrenat/godot-game-dev-studio | Skill | 28 | 5d ago | LGPL-3.0 | A | 79 | Claude Code, Codex |