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 shadergraphgit 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/shadergraph)<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.
<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>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 | $0.00112 | $0.01603 |
| Opus 5.5 | $0.00045 | $0.00641 |
| Sonnet 5.5 | $0.00022 | $0.00321 |
| Haiku 4.5 | $0.00011 | $0.00160 |
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.
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) areSkillMode.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_keywordcarrySkillOperation.Deleteand 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_nodesandshadergraph_get_structurefirst. - If a Shader Graph package update changes internal types or
MultiJsonschema, 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
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 · 139 lines · 112 tokens per session scan A 45ef2a2c7936
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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