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 dyCuong03/unity-agent-team --skill shadergit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/shader)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/shader"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shader/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/dycuong03/unity-agent-team/shader"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shader.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 | $0.00159 | $0.02327 |
| Opus 5.5 | $0.00064 | $0.00931 |
| Sonnet 5.5 | $0.00032 | $0.00465 |
| Haiku 4.5 | $0.00016 | $0.00233 |
Grade A, and why
unity-shader 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-shader — 86% identical, 75 lines differ
How it starts
The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Shader Skills
Work with .shader HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the shadergraph module.
Operating Mode
- Query skills (
shader_read,shader_list,shader_find,shader_get_properties,shader_check_errors,shader_get_keywords,shader_get_variant_count) areSkillMode.SemiAuto— they run in all three modes without grant. - Mutating skills (
shader_create,shader_create_urp,shader_set_global_keyword) areSkillMode.FullAuto— under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly. shader_deletecarriesSkillOperation.Deleteand is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.
Guardrails
DO NOT (common hallucinations):
shader_set_propertydoes not exist → usematerial_set_float/material_set_color/etc. on the material, not the shadershader_apply/shader_assigndo not exist → usematerial_set_shaderto change a material's shadershader_get_propertiesreturns shader property definitions (name/type/range), not current values → for material instance values usematerial_get_properties- Shader names are case-sensitive and path-like:
"Standard","Universal Render Pipeline/Lit", not"standard"or"URP Lit"
Routing:
- For material property changes → use
materialmodule - For shader keyword control →
material_set_keyword(material module) - For global shader keywords →
shader_set_global_keyword(this module)
Skills Overview
| Skill | Description |
|---|---|
shader_create |
Create shader file |
shader_read |
Read shader source |
shader_list |
List all shaders |
shader_find |
Find shader by name |
shader_delete |
Delete shader file |
shader_get_properties |
Get shader properties |
shader_check_errors |
Check shader for compilation errors |
shader_get_keywords |
Get shader keyword list |
shader_get_variant_count |
Get shader variant count for performance analysis |
shader_create_urp |
Create a URP shader from template |
shader_set_global_keyword |
Enable or disable a global shader keyword |
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 · 208 lines · 159 tokens per session scan A 3c40eac67205
unity-shader is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 159 tokens to every session and 2,327 once invoked, about $0.0006 per session on Opus 5.5. 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 2026-10-02.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.