unity-shadergraph

unity-shadergraph is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 112 tokens per session (1,603 once invoked), scanned A, original, MIT.

A Unity editor tool for creating and inspecting Shader Graph files, which describe how materials look. It can also make limited, controlled changes to graph nodes, properties, and keywords.

In plain words
What is it for?
Use it to create shader graphs and subgraphs, list supported nodes and assets, inspect graph structure, and add or adjust nodes, connections, properties, and keywords.
Why use it?
It avoids hand-editing Unity's complex Shader Graph file structure and helps inspect what a graph actually contains. Some changes require approval, while deletion operations have stricter restrictions.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create shader graphs and subgraphs, list supported nodes and assets, inspect graph structure, and add or adjust nodes, connections, properties, and keywords.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/shadergraph
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 dyCuong03/unity-agent-team --skill shadergraph
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shadergraph/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/shadergraph)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/shadergraph"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shadergraph/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/shadergraph"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shadergraph.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 112 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,603 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 $0.00112 $0.01603
Opus 5.5 $0.00045 $0.00641
Sonnet 5.5 $0.00022 $0.00321
Haiku 4.5 $0.00011 $0.00160

Measured 11d ago against content hash 45ef2a2c7936, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-shadergraph 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.

.claude/skills/unity-skills/skills/shadergraph/SKILL.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ShaderGraph Skills

Shader Graph asset workflows for Unity 2022.3+ with source-backed template handling, MultiJson inspection, and constrained internal-editor reflection writes.

Operating Mode

  • Query skills (shadergraph_list_templates, shadergraph_list_assets, shadergraph_get_info, shadergraph_get_structure, shadergraph_list_supported_nodes, shadergraph_list_properties, shadergraph_list_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.
  • All other mutators (create graph / subgraph, add/move/connect/disconnect node, set node defaults/settings, add/update property/keyword, reimport) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • shadergraph_remove_node, shadergraph_remove_property, shadergraph_remove_keyword carry SkillOperation.Delete and are auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run them.

Reflection Fragility

This module reaches into UnityEditor.ShaderGraph and UnityEditor.ShaderGraph.Internal via reflection (see ShaderGraphReflectionHelper.cs and ShaderGraphNodeRegistry.cs). The supported node whitelist, slot layout, and settings keys are version-pinned to com.unity.shadergraph 14.0.x (Unity 2022.3) with limited Unity 6 coverage. Treat the following as a hard contract:

  • Never assume an internal type, field, or slot id exists from memory — always cross-check with shadergraph_list_supported_nodes and shadergraph_get_structure first.
  • If a Shader Graph package update changes internal types or MultiJson schema, mutators may fail or silently no-op until the registry is updated.
  • If a skill returns an error mentioning a reflection / type lookup failure, do not retry with different argument shapes — report the version mismatch and stop.

Guardrails

Routing:

  • HLSL text shaders: use shader_*
  • Shader Graph / Sub Graph assets: use this module
  • Source-anchored design guidance before proposing graph architecture: load shadergraph-design

Read the full file on GitHub · 139 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 · 139 lines · 112 tokens per session scan A 45ef2a2c7936

Subscribe to this mod's changes

unity-shadergraph is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 112 tokens to every session and 1,603 once invoked, about $0.0004 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.

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