water-fluid-shaders

water-fluid-shaders is a skill for Claude Code, Codex from adevra/unity-shader-agent-skills. It costs 32 tokens per session (2,869 once invoked), scanned A, original, MIT.

Guidelines for creating water and liquid effects in Unity, including waves, foam, depth-based color, refraction, and light patterns called caustics.

In plain words
What is it for?
Use it when making or optimizing ocean, river, lake, pond, lava, or other liquid shaders in Unity URP, especially for mobile or WebGL.
Why use it?
It helps keep these effects within the limited processing and memory budgets of mobile devices and WebGL browsers.

Skill for Claude CodeCodex

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

Good fit Use it when making or optimizing ocean, river, lake, pond, lava, or other liquid shaders in Unity URP, especially for mobile or WebGL.

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Install with agentmods
npx agentmods add skills/adevra/unity-shader-agent-skills/water-fluid-shaders
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 water-fluid-shaders
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 water-fluid-shaders

README.md
[![agentmods](https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/water-fluid-shaders/github.svg)](https://agentmods.dev/skills/adevra/unity-shader-agent-skills/water-fluid-shaders)
Your own site
<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/water-fluid-shaders"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/water-fluid-shaders/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.

agentmods 80×15 button for water-fluid-shaders

Your own site · 80×15
<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/water-fluid-shaders"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/water-fluid-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,869 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 $0.00032 $0.02869
Opus 5 $0.00016 $0.01435
Sonnet 5 $0.00006 $0.00574
Haiku 4.5 $0.00003 $0.00287

Measured 11d ago against content hash 6b0b8a86e8e5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

water-fluid-shaders 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/water-fluid-shaders/SKILL.md · 273 lines

How it starts

The opening of the file, as written. The whole thing — 273 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Water and Fluid Shaders for Mobile Unity

TRIGGER

Use this skill when the user wants to create, modify, or optimize water, ocean, river, lake, pond, fluid, lava, or liquid shaders in Unity — especially for mobile or WebGL. Triggers include: "water shader", "ocean", "waves", "foam", "shoreline", "refraction", "caustics", "Gerstner", "fluid", "depth coloring", "stylized water", "toon water", or references to any water-related visual effect. Also trigger when the user references NVJOB, bmjoy, or Alexander Ameye water shader repos.


CORE RULES — MOBILE WATER CONSTRAINTS

  1. No tessellation on mobile. Mobile GPUs do not support hardware tessellation efficiently. Use vertex displacement on the existing mesh instead.

  2. Limit water shader to ≤ 4 texture samples. A typical mobile water shader budget: 1 normal map (tiled, scrolled), 1 depth texture (for shoreline/foam), 1 scene color (for refraction), 1 foam/detail texture. Drop scene color refraction first if over budget.

  3. Depth Texture and Opaque Texture must be enabled in URP Asset settings for depth-based shoreline detection and refraction. These add a copy pass — budget ~1ms on mobile. If this is too expensive, use vertex-color-based depth instead.

  4. Use single-layer normals. Desktop water often blends 2-3 normal map samples at different scales. On mobile, use 1 normal map sample with UV scrolling for animation.

  5. Gerstner waves in vertex shader only. Never compute wave displacement per-fragment. Limit to 2–3 wave octaves on mobile (4+ on desktop).

  6. Half precision for all water calculations except world position and UV coordinates.


MOBILE WATER SHADER — MINIMAL TEMPLATE (URP HLSL)

This template provides a production-ready starting point for mobile water:

Shader "Mobile/Water_Simple"
{
    Properties
    {
        _ShallowColor ("Shallow Color", Color) = (0.3, 0.8, 0.9, 0.6)
        _DeepColor ("Deep Color", Color) = (0.1, 0.2, 0.5, 0.9)
        _DepthMaxDistance ("Depth Max Distance", Float) = 3.0
        _NormalMap ("Normal Map", 2D) = "bump" {}
        _NormalScale ("Normal Scale", Float) = 0.5
        _WaveSpeed ("Wave Speed", Float) = 0.05
        _FoamColor ("Foam Color", Color) = (1, 1, 1, 1)
        _FoamDistance ("Foam Distance", Float) = 0.4
        _FoamCutoff ("Foam Cutoff", Float) = 0.5
    }
    
    SubShader
    {
        Tags {
            "RenderType" = "Transparent"
            "Queue" = "Transparent"
            "RenderPipeline" = "UniversalPipeline"
        }
        
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            ZWrite Off
            
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
            
            CBUFFER_START(UnityPerMaterial)
                half4 _ShallowColor;
                half4 _DeepColor;
                half _DepthMaxDistance;
                float4 _NormalMap_ST;
                half _NormalScale;
                half _WaveSpeed;
                half4 _FoamColor;
                half _FoamDistance;
                half _FoamCutoff;
            CBUFFER_END
            
            TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
            
            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 uv : TEXCOORD0;
            };
            
            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float2 uv : TEXCOORD0;
                float4 screenPos : TEXCOORD1;
                float3 positionWS : TEXCOORD2;
            };
            
            Varyings vert(Attributes v)
            {
                Varyings o;
                VertexPositionInputs posInputs = GetVertexPositionInputs(v.positionOS.xyz);
                o.positionCS = posInputs.positionCS;
                o.positionWS = posInputs.positionWS;
                o.screenPos = ComputeScreenPos(o.positionCS);
                o.uv = TRANSFORM_TEX(v.uv, _NormalMap);
                return o;
            }
            
            half4 frag(Varyings i) : SV_Target
            {
                // --- Depth-based coloring ---
                float2 screenUV = i.screenPos.xy / i.screenPos.w;
                float rawDepth = SampleSceneDepth(screenUV);
                float sceneEyeDepth = LinearEyeDepth(rawDepth, _ZBufferParams);
                float surfaceEyeDepth = i.screenPos.w;
                half depthDiff = saturate((sceneEyeDepth - surfaceEyeDepth) / _DepthMaxDistance);
                
                half4 waterColor = lerp(_ShallowColor, _DeepColor, depthDiff);
                
                // --- Animated normal map (single sample) ---
                float2 scrollUV = i.uv + _Time.y * _WaveSpeed;
                half3 normal = UnpackNormalScale(
                    SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, scrollUV),
                    _NormalScale
                );
                
                // --- Shoreline foam ---
                half foamDepth = saturate((sceneEyeDepth - surfaceEyeDepth) / _FoamDistance);
                half foam = step(foamDepth, _FoamCutoff);
                waterColor = lerp(waterColor, _FoamColor, foam * _FoamColor.a);
                
                // --- Simple fresnel ---
                half3 viewDir = normalize(_WorldSpaceCameraPos - i.positionWS);
                half fresnel = pow(1.0h - saturate(dot(half3(0, 1, 0), viewDir)), 3.0h);
                waterColor.a = lerp(waterColor.a, 1.0h, fresnel);
                
                return waterColor;
            }
            ENDHLSL
        }
    }
    
    Fallback "Universal Render Pipeline/Unlit"
}

Read the full file on GitHub · 273 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 · 273 lines · 32 tokens per session scan A 6b0b8a86e8e5

Subscribe to this mod's changes

water-fluid-shaders is a skill published in the GitHub repository adevra/unity-shader-agent-skills (9 stars, last pushed 5mo ago), licensed MIT. It adds 32 tokens to every session and 2,869 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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