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 urp-hlsl-templatesgit 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/urp-hlsl-templates)<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/urp-hlsl-templates"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/urp-hlsl-templates/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/urp-hlsl-templates"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/urp-hlsl-templates.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 | $0.03272 |
| Opus 5 | $0.00013 | $0.01636 |
| Sonnet 5 | $0.00005 | $0.00654 |
| Haiku 4.5 | $0.00003 | $0.00327 |
Grade A, and why
urp-hlsl-templates 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 — 347 lines — stays where its author put it; the contents beside it link to each section on GitHub.
URP HLSL Shader Code Templates
TRIGGER
Use this skill when the user wants to write a Unity shader in HLSL/ShaderLab code (not Shader Graph) for Universal Render Pipeline. Triggers include: "URP shader", "HLSL", "ShaderLab", "write a shader", "custom shader", "vertex fragment shader", "SRP Batcher", "CBUFFER", "custom lit shader", "unlit shader", or any code-based shader authoring in URP. Also trigger when converting Built-in pipeline shaders to URP, or when the user references Cyanilux templates, phi-lira gists, or NedMakesGames tutorials.
CORE RULES — URP HLSL
-
Always use
HLSLPROGRAM/ENDHLSL, neverCGPROGRAM/ENDCG. URP uses HLSL, not CG. CG blocks will compile but miss URP-specific includes and macros. -
All material properties must be in a
CBUFFER_START(UnityPerMaterial)/CBUFFER_ENDblock for SRP Batcher compatibility. Without this, each material breaks batching and gets its own draw call. -
Include URP Core, not legacy Unity includes.
// CORRECT (URP) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // WRONG (Built-in / legacy) #include "UnityCG.cginc" #include "Lighting.cginc" -
Use URP transform macros, not legacy ones:
// URP // Legacy equivalent TransformObjectToHClip(posOS) // UnityObjectToClipPos(v.vertex) TransformObjectToWorld(posOS) // mul(unity_ObjectToWorld, v.vertex) TransformObjectToWorldNormal(nOS) // UnityObjectToWorldNormal(v.normal) TransformWorldToHClip(posWS) // mul(UNITY_MATRIX_VP, float4(posWS, 1)) GetVertexPositionInputs(posOS) // (convenience struct) GetVertexNormalInputs(nOS, tanOS) // (convenience struct) -
Tags must include
"RenderPipeline" = "UniversalPipeline"or the shader won't be recognized by URP. -
Use
TEXTURE2DandSAMPLERmacros instead ofsampler2D:TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); // Sample with: half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
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 · 347 lines · 26 tokens per session scan A 860d590d8cee
urp-hlsl-templates 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 3,272 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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