unity-shadergraph-design

unity-shadergraph-design is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 234 tokens per session (1,048 once invoked), scanned A, a copy of unity-shadergraph-design, MIT.

A set of source-backed design rules for Unity Shader Graph, Unity's visual editor for building shaders from connected nodes. It covers graph structure, subgraphs, keywords, properties, samplers, and supported Unity versions.

In plain words
What is it for?
Use it before designing or reviewing a Shader Graph, planning node connections, organizing subgraphs and properties, choosing keywords, or using graph-editing tools.
Why use it?
It reduces advice based on stale or incorrect assumptions about Shader Graph and Unity's graphics packages. The rules are documentation only and do not edit graphs.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it before designing or reviewing a Shader Graph, planning node connections, organizing subgraphs and properties, choosing keywords, or using graph-editing tools.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/shadergraph-design
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-design
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-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shadergraph-design/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/shadergraph-design)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/shadergraph-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/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/dycuong03/unity-agent-team/shadergraph-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/shadergraph-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 234 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,048 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 89% copy Near-identical to another mod 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 $0.00234 $0.01048
Opus 5.5 $0.00094 $0.00419
Sonnet 5.5 $0.00047 $0.00210
Haiku 4.5 $0.00023 $0.00105

Measured 11d ago against content hash 798181ec27de, 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-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 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.

Origin

This is a copy

89% identical to unity-shadergraph-design — 22 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.claude/skills/unity-skills/skills/shadergraph-design/SKILL.md · 71 lines

How it starts

The opening of the file, as written. The whole thing — 71 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Sub-doc Routing

Sub-doc Read when
VERSIONS.md You need version differences or portability rules
NODES.md You need the supported node subset and editable fields
RECIPES.md You need patterns that the current skill subset can actually build
PITFALLS.md You are reviewing a graph or suspect bad advice / hidden costs
REVIEW.md You want a checklist for judging a Shader Graph plan

Read the full file on GitHub · 71 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. 11d ago First seen · 71 lines · 234 tokens per session scan A 798181ec27de

Subscribe to this mod's changes

unity-shadergraph-design is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 234 tokens to every session and 1,048 once invoked, about $0.0009 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to unity-shadergraph-design, differing in 22 lines, and is treated as a copy.

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