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 texture-packing-variant-strippinggit 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/texture-packing-variant-stripping)<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/texture-packing-variant-stripping"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/texture-packing-variant-stripping/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/texture-packing-variant-stripping"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/texture-packing-variant-stripping.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 | $0.00026 | $0.02381 |
| Opus 5 | $0.00013 | $0.01190 |
| Sonnet 5 | $0.00005 | $0.00476 |
| Haiku 4.5 | $0.00003 | $0.00238 |
Grade A, and why
texture-packing-variant-stripping 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 11d 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 — 211 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Texture Packing and Shader Variant Stripping for Unity Mobile
TRIGGER
Use this skill when the user is dealing with texture optimization, channel packing, shader variant bloat, build size, shader compilation time, or shader keyword management in Unity. Triggers include: "channel packing", "texture packing", "mask map", "MODS map", "RMA", "shader variants", "variant stripping", "multi_compile", "shader_feature", "build size", "shader keywords", "Always Included Shaders", "IPreprocessShaders", or complaints about slow shader compilation or large build sizes.
TEXTURE CHANNEL PACKING
Channel packing stores multiple grayscale maps in a single RGBA texture. This reduces both texture sample count and memory bandwidth — the primary bottleneck on mobile.
Standard URP Packing Convention
Mask Map (single RGBA texture):
R = Metallic
G = Occlusion (AO)
B = Detail mask (or custom)
A = Smoothness
Best Practices
-
Put the most visually important mask in the Green channel. Human vision is most sensitive to green, and most texture compression formats (ETC2, ASTC, DXT) allocate more bits to green.
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Pack related data together. If metallic and smoothness are always sampled together, put them in the same texture.
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Use linear color space (not sRGB) for packed mask textures. In Unity, uncheck "sRGB" in the texture import settings for any non-color data (roughness, AO, metallic, height).
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One texture sample replaces four. Instead of:
// BAD — 4 texture samples half metallic = SAMPLE_TEXTURE2D(_MetallicMap, sampler_MetallicMap, uv).r; half ao = SAMPLE_TEXTURE2D(_AOMap, sampler_AOMap, uv).r; half detail = SAMPLE_TEXTURE2D(_DetailMask, sampler_DetailMask, uv).r; half smooth = SAMPLE_TEXTURE2D(_SmoothnessMap, sampler_SmoothnessMap, uv).r;Use:
// GOOD — 1 texture sample half4 masks = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, uv); half metallic = masks.r; half ao = masks.g; half detail = masks.b; half smooth = masks.a;
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.
- 11d ago First seen · 211 lines · 26 tokens per session scan A 83b4d20b5840
texture-packing-variant-stripping is a skill published in the GitHub repository adevra/unity-shader-agent-skills (9 stars, last pushed 5mo ago), licensed MIT. It adds 26 tokens to every session and 2,381 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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