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 webgl-shader-constraintsgit 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/webgl-shader-constraints)<a href="https://agentmods.dev/skills/adevra/unity-shader-agent-skills/webgl-shader-constraints"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/webgl-shader-constraints/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/webgl-shader-constraints"><img src="https://agentmods.dev/badge/skills/adevra/unity-shader-agent-skills/webgl-shader-constraints.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 | $0.00036 | $0.02177 |
| Opus 5 | $0.00018 | $0.01089 |
| Sonnet 5 | $0.00007 | $0.00435 |
| Haiku 4.5 | $0.00004 | $0.00218 |
Grade A, and why
webgl-shader-constraints 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 — 203 lines — stays where its author put it; the contents beside it link to each section on GitHub.
WebGL Shader Constraints and Workarounds for Unity
TRIGGER
Use this skill when the user is developing Unity shaders for WebGL browser deployment. Triggers include: "WebGL", "browser game", "web build", "WebGL 1.0", "WebGL 2.0", "WebGPU", "GLSL", "OpenGL ES 2.0/3.0", "shader compilation web", "web build size", "shader variants web", "Always Included Shaders", or any mention of deploying Unity content to browsers. Also trigger when the user reports shader errors only on web builds, or when dealing with build size issues related to shaders.
CORE RULES
-
WebGL 1.0 (OpenGL ES 2.0) forbids dynamic array indexing. You can only index arrays with constants or loop counter variables. This is the #1 cause of shader failures on WebGL 1.0.
-
WebGL 1.0 only allows counting
forloops. Nowhileloops, nodo-whileloops. The loop counter must be initialized, compared, and incremented in theforstatement. The loop bound must be a constant expression. -
WebGL 2.0 (OpenGL ES 3.0) removes loop and indexing restrictions but adds mandatory precision qualifiers. All variables must have explicit precision (
highp,mediump,lowp) or use the default precision statement. -
WebGL only supports baked GI and non-directional lightmaps. No real-time GI, no directional lightmaps, no light probes with L2 spherical harmonics.
-
Never use the Standard Shader for WebGL builds. It compiles hundreds of variants and can add 50MB+ to build size. Use Simple Lit, Unlit, or custom shaders with minimal keywords.
-
Aggressively strip shader variants for web. Every variant increases download size and initial shader compilation time (which blocks the main thread in the browser).
WEBGL 1.0 vs 2.0 FEATURE COMPARISON
| Feature | WebGL 1.0 (ES 2.0) | WebGL 2.0 (ES 3.0) |
|---|---|---|
| Array indexing | Constants/loop index only | Dynamic indexing allowed |
| Loops | Counting for only |
All loop types |
| GPU instancing | No | Yes |
| 3D textures | No | Yes |
| Texture arrays | No | Yes |
| Integer textures | No | Yes |
texelFetch |
No | Yes |
| Uniform Buffer Objects | No | Yes |
| Vertex texture units | 0 guaranteed | ≥16 guaranteed |
| MRT (Multiple Render Targets) | No | Yes |
| Deferred rendering | Not possible | Possible (but expensive) |
| Directional lightmaps | No | No (Unity limitation) |
| Precision qualifiers | Optional | Mandatory |
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 · 203 lines · 36 tokens per session scan A 1eab92fd5584
webgl-shader-constraints is a skill published in the GitHub repository adevra/unity-shader-agent-skills (9 stars, last pushed 5mo ago), licensed MIT. It adds 36 tokens to every session and 2,177 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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