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 water-fluid-shadersgit 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/water-fluid-shaders)<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.
<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>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 | $0.00032 | $0.02869 |
| Opus 5 | $0.00016 | $0.01435 |
| Sonnet 5 | $0.00006 | $0.00574 |
| Haiku 4.5 | $0.00003 | $0.00287 |
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.
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
-
No tessellation on mobile. Mobile GPUs do not support hardware tessellation efficiently. Use vertex displacement on the existing mesh instead.
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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.
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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.
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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.
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Gerstner waves in vertex shader only. Never compute wave displacement per-fragment. Limit to 2–3 wave octaves on mobile (4+ on desktop).
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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"
}
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 · 273 lines · 32 tokens per session scan A 6b0b8a86e8e5
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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