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 shadergraph-designgit 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-design)<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.
<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>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 | $0.00234 | $0.01048 |
| Opus 5.5 | $0.00094 | $0.00419 |
| Sonnet 5.5 | $0.00047 | $0.00210 |
| Haiku 4.5 | $0.00023 | $0.00105 |
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.
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.
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.csEditor/Data/Nodes/AbstractMaterialNode.csEditor/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_structureis the fact source for current node ids, slot ids, and live topology- The practical overlap is 28 nodes across both versions;
AppendVectorNodeis 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 |
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.
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 · 71 lines · 234 tokens per session scan A 798181ec27de
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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