unity-shadergraph-design

unity-shadergraph-design is a skill for Claude Code, Codex from Besty0728/Unity-Skills. It costs 21 tokens per session (842 once invoked), scanned A, original, MIT.

A reference for designing Unity Shader Graphs, which are node-based assets used to define how game materials and effects look.

In plain words
What is it for?
Use it when building or reviewing Shader Graphs, structuring node chains, or following URP and HDRP graph patterns.
Why use it?
It provides rules for organizing graph nodes, subgraphs, properties, and keywords across Unity rendering setups.

Skill for Claude CodeCodex

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

Good fit Use it when building or reviewing Shader Graphs, structuring node chains, or following URP and HDRP graph patterns.

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Install with agentmods
npx agentmods add skills/besty0728/unity-skills/shadergraph-design
About the project

UnitySkills is a REST API-based automation engine that lets AI coding agents control Unity Editor projects, including scenes and other editor operations. It is for developers using Unity with supported coding agents and IDEs. The catalogue skills and commands provide the agent workflows used to operate Unity projects through the engine.

Besty0728/Unity-Skills · 1,727 stars · on GitHub · micostar.cc

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 Besty0728/Unity-Skills --skill shadergraph-design
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-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 unity-shadergraph-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/besty0728/unity-skills/shadergraph-design/github.svg)](https://agentmods.dev/skills/besty0728/unity-skills/shadergraph-design)
Your own site
<a href="https://agentmods.dev/skills/besty0728/unity-skills/shadergraph-design"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/shadergraph-design/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 unity-shadergraph-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/besty0728/unity-skills/shadergraph-design"><img src="https://agentmods.dev/badge/skills/besty0728/unity-skills/shadergraph-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 842 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00021 $0.00842
Opus 5 $0.00010 $0.00421
Sonnet 5 $0.00004 $0.00168
Haiku 4.5 $0.00002 $0.00084

Measured 6d ago against content hash e95a282afa15, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-shadergraph-design 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 6d 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.

SkillsForUnity/unity-skills~/skills/shadergraph-design/SKILL.md · 69 lines

How it starts

The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Building or reviewing Shader Graphs
  • Structuring node chains or SubGraphs
  • Laying out blackboard/keywords
  • Following URP/HDRP graph recipes
  • 构建或审查 Shader Graph、组织节点链或 SubGraph、布置黑板/关键字、参考 URP/HDRP 图配方

ShaderGraph - Design Rules

Advisory module. Read this before giving Shader Graph guidance. The goal is to keep recommendations anchored to actual package/source behavior, not stale model memory.

Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

Source Scope

Validated against:

  • Unity 2022.3 package source: E:/CodeSpace/temp/shadergraph/[email protected]
  • Unity 6 Graphics source: E:/CodeSpace/temp/Graphics/Packages/com.unity.shadergraph
  • Runtime/editor behavior in this repo's ShaderGraph skills and dual-version test environments

Core anchors:

  • Editor/Data/Graphs/GraphData.cs
  • Editor/Data/Nodes/AbstractMaterialNode.cs
  • Editor/Data/Interfaces/Graph/SlotReference.cs
  • Specific node files under Editor/Data/Nodes/...

When To Load

Load before:

  • Designing a new Graph or SubGraph architecture
  • Reviewing a proposed Shader Graph node chain
  • Advising on blackboard properties, keywords, samplers, or SubGraph boundaries
  • Suggesting changes to graphs through the constrained shadergraph_* node editing skills

What This Module Assumes

  • Graph editing is limited to the current safe node whitelist exposed by shadergraph_list_supported_nodes
  • Guidance must stay inside what Unity 2022.3 and Unity 6 both support
  • shadergraph_get_structure is the fact source for current node ids, slot ids, and live topology
  • The practical overlap is 28 nodes across both versions; AppendVectorNode is currently Unity 6 only in live validation

Read the full file on GitHub · 69 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 69 lines · 21 tokens per session scan A e95a282afa15

Subscribe to this mod's changes

unity-shadergraph-design is a skill published in the GitHub repository Besty0728/Unity-Skills (1,727 stars, last pushed today), licensed MIT. It adds 21 tokens to every session and 842 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 2026-09-03.