texture-packing-variant-stripping

texture-packing-variant-stripping is a skill for Claude Code, Codex from adevra/unity-shader-agent-skills. It costs 26 tokens per session (2,381 once invoked), scanned A, original, MIT.

A guide to storing several grayscale material maps in one texture and reducing unnecessary Unity shader versions. Shader versions are compiled combinations of optional features used by a project.

In plain words
What is it for?
Use it for channel packing, mask maps, shader keywords, shader-feature choices, variant stripping, large builds, or slow shader compilation in Unity.
Why use it?
It can reduce texture memory use, texture reads, shader compilation time, and final build size, especially on mobile devices.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for channel packing, mask maps, shader keywords, shader-feature choices, variant stripping, large builds, or slow shader compilation in Unity.

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Install with agentmods
npx agentmods add skills/adevra/unity-shader-agent-skills/texture-packing-variant-stripping
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.

Any agent
npx skills add adevra/unity-shader-agent-skills --skill texture-packing-variant-stripping
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 texture-packing-variant-stripping

README.md
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Your own site
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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.

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Your own site · 80×15
<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>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,381 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00026 $0.02381
Opus 5 $0.00013 $0.01190
Sonnet 5 $0.00005 $0.00476
Haiku 4.5 $0.00003 $0.00238

Measured 11d ago against content hash 83b4d20b5840, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/texture-packing-variant-stripping/SKILL.md · 211 lines

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

  1. 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.

  2. Pack related data together. If metallic and smoothness are always sampled together, put them in the same texture.

  3. 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).

  4. 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;
    

Read the full file on GitHub · 211 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. 11d ago First seen · 211 lines · 26 tokens per session scan A 83b4d20b5840

Subscribe to this mod's changes

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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