shader-teardown

shader-teardown is a skill for Claude Code, Codex from menstood/unity-pipeline-commands-skill. It costs 91 tokens per session (2,496 once invoked), scanned A, original, MIT.

A guide for translating hand-written HLSL or ShaderLab code into a Mermaid diagram of an equivalent Unity Shader Graph. Unity Shader Graph is a visual editor where shader operations are represented as connected nodes.

In plain words
What is it for?
Use it to break down, visualise, or port a Unity shader into Shader Graph, including its properties, nodes, wiring, and final material outputs.
Why use it?
Shader Graph node names and ports depend on the project's installed version, so a diagram based on the wrong version can be unusable. The guide first identifies that version and checks the documented nodes and connections.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to break down, visualise, or port a Unity shader into Shader Graph, including its properties, nodes, wiring, and final material outputs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/menstood/unity-pipeline-commands-skill/shader-teardown
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 menstood/unity-pipeline-commands-skill --skill shader-teardown
Clone the repo
git clone --depth 1 https://github.com/menstood/unity-pipeline-commands-skill

Made for: Claude Code, Codex.

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 shader-teardown

README.md
[![agentmods](https://agentmods.dev/badge/skills/menstood/unity-pipeline-commands-skill/shader-teardown/github.svg)](https://agentmods.dev/skills/menstood/unity-pipeline-commands-skill/shader-teardown)
Your own site
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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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/menstood/unity-pipeline-commands-skill/shader-teardown"><img src="https://agentmods.dev/badge/skills/menstood/unity-pipeline-commands-skill/shader-teardown.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,496 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 $0.00091 $0.02496
Opus 5.5 $0.00036 $0.00998
Sonnet 5.5 $0.00018 $0.00499
Haiku 4.5 $0.00009 $0.00250

Measured 2d ago against content hash d3c5302691b2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

shader-teardown 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 2d 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.

skills/shader-teardown/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Teardown — HLSL → Shader Graph diagram

Turn hand-written shader code into a Mermaid diagram that shows how the same shader should be built in Shader Graph. Every node in the diagram must exist, with those exact port names, in the Shader Graph version the project uses. Use the docs for that version only.

1. Pin the Shader Graph version (always first)

Find the installed com.unity.shadergraph version. Check these in order and stop at the first hit:

  1. Packages/packages-lock.json → "com.unity.shadergraph": { "version": "17.3.0", ... }. This is the authoritative source. Shader Graph usually arrives as a URP/HDRP dependency, so it is often not in manifest.json.
  2. Packages/manifest.json → "com.unity.shadergraph" (only if it was added explicitly).
  3. If a Unity Editor is running with com.unity.pipeline, package_list (see the unity-pipeline-commands skill).
  4. No project, or none of the above: ask the user for the Shader Graph version or Unity version. Do not guess silently.

The docs version is the major.minor part: 17.3.0 → 17.3, 14.0.12 → 14.0.

Docs base URL (verified for 14.0, 17.0 and 17.3):

https://docs.unity3d.com/Packages/com.unity.shadergraph@<major.minor>/manual/
  • Node library: Node-Library.html → category pages <Category>-Nodes.html (e.g. Math-Nodes.html, UV-Nodes.html)
  • Single node: <Node-Name>-Node.html, words joined by - (e.g. Lerp-Node.html, Custom-Function-Node.html)
  • Do not use @latest, because it returns 404. Always use the pinned version.

The category set differs between versions. For example, 14.0 has no UI or Custom Render Texture categories, and its Master Stack blocks are listed per pipeline (Built-In-Blocks.html, Universal, High Definition). Don't assume the node list from one version holds for another.

2. Read the shader

Read the whole file, plus any #included project files that hold the logic. Skip Unity's own core includes. Extract:

From the code Becomes in Shader Graph
Properties { ... } / CBUFFER_START(UnityPerMaterial) vars Blackboard properties (type, default, reference name)
Tags { "RenderPipeline" = ... }, includes (Core.hlsl = URP, HDRP ShaderPass = HDRP, UnityCG.cginc = Built-in) Graph target (Universal / HDRP / Built-In)
Lit vs unlit (UniversalFragmentPBR, LightingStandard, or a plain return col;) Material type (Lit / Unlit / ...)
Blend, ZWrite, Cull, clip() / alpha test, Queue Graph Settings (Surface Type, Blend, Render Face, Alpha Clipping)
Vertex function math that changes position/normal Vertex context blocks (Position, Normal, Tangent)
Fragment function results Fragment context blocks (Base Color, Normal, Metallic, Smoothness, Emission, Alpha, Alpha Clip Threshold, ...)
#pragma shader_feature / multi_compile Keywords (Boolean / Enum)
Interpolator values passed v2f → fragment Usually just the matching Input node in the fragment stage, or a Custom Interpolator when the value is computed in the vertex stage

Read the full file on GitHub · 130 lines

Files

What ships with it

1 file 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. 2d ago First seen · 130 lines · 91 tokens per session scan A d3c5302691b2

Subscribe to this mod's changes

shader-teardown is a skill published in the GitHub repository menstood/unity-pipeline-commands-skill (19 stars, last pushed 3d ago), licensed MIT. It adds 91 tokens to every session and 2,496 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 2026-11-04.

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