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 menstood/unity-pipeline-commands-skill --skill shader-teardowngit clone --depth 1 https://github.com/menstood/unity-pipeline-commands-skillWrote 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/menstood/unity-pipeline-commands-skill/shader-teardown)<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/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/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>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 | $0.00091 | $0.02496 |
| Opus 5.5 | $0.00036 | $0.00998 |
| Sonnet 5.5 | $0.00018 | $0.00499 |
| Haiku 4.5 | $0.00009 | $0.00250 |
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.
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:
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 inmanifest.json.Packages/manifest.json→"com.unity.shadergraph"(only if it was added explicitly).- If a Unity Editor is running with
com.unity.pipeline,package_list(see theunity-pipeline-commandsskill). - 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 |
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.
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.
- 2d ago First seen · 130 lines · 91 tokens per session scan A d3c5302691b2
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.
shader-teardown compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| shader-teardownmenstood/unity-pipeline-commands-skill | Skill | 19 | 3d ago | MIT | A | 91 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |