shadergraph-build

shadergraph-build is a skill for Claude Code, Codex from menstood/unity-pipeline-commands-skill. It costs 102 tokens per session (1,914 once invoked), scanned A, original, MIT.

A Unity tool that turns a Mermaid diagram—a text drawing of connected steps—into a Shader Graph file, then checks it in the Unity Editor. When the original HLSL shader is available, it also compares the two rendered images pixel by pixel.

In plain words
What is it for?
Use it to rebuild a Unity shader from a teardown diagram, verify its nodes and connections, inspect compiler messages, and compare its rendered output with the original.
Why use it?
It removes the need to manually recreate shader nodes, ports, and settings, and helps catch graphs that fail to import, compile, or match the original shader.

Skill for Claude CodeCodex

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

Good fit Use it to rebuild a Unity shader from a teardown diagram, verify its nodes and connections, inspect compiler messages, and compare its rendered output with the original.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/menstood/unity-pipeline-commands-skill/shadergraph-build
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 shadergraph-build
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 shadergraph-build

README.md
[![agentmods](https://agentmods.dev/badge/skills/menstood/unity-pipeline-commands-skill/shadergraph-build/github.svg)](https://agentmods.dev/skills/menstood/unity-pipeline-commands-skill/shadergraph-build)
Your own site
<a href="https://agentmods.dev/skills/menstood/unity-pipeline-commands-skill/shadergraph-build"><img src="https://agentmods.dev/badge/skills/menstood/unity-pipeline-commands-skill/shadergraph-build/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 shadergraph-build

Your own site · 80×15
<a href="https://agentmods.dev/skills/menstood/unity-pipeline-commands-skill/shadergraph-build"><img src="https://agentmods.dev/badge/skills/menstood/unity-pipeline-commands-skill/shadergraph-build.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 102 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,914 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 $0.00102 $0.01914
Opus 5.5 $0.00041 $0.00766
Sonnet 5.5 $0.00020 $0.00383
Haiku 4.5 $0.00010 $0.00191

Measured 2d ago against content hash 8f587030405b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

shadergraph-build 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.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/mermaid2sg.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/shadergraph-build/SKILL.md · 91 lines

How it starts

The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Shader Graph build — Mermaid → .shadergraph → verified

Turns the Mermaid produced by shader-teardown into a .shadergraph for the project's exact Shader Graph version, and proves it works. Nothing is hand-typed from memory: node classes, slot IDs, port names, defaults and setting values all come from the running Editor.

Scripts are in scripts/:

Script Runs in Does
SgCatalog.cs Editor (eval_file) Dumps every Shader Graph node of the installed version to Temp/sg_catalog.json: class, slots (id, name, direction, serialized JSON) and, for every UI setting, the node JSON each value produces
mermaid2sg.py Python Converts the teardown's Mermaid diagrams into one .shadergraph. Fails loudly on any node, port or setting it can't map
GraphCheck.cs Editor (eval_file) Imports the graph, reports compile messages, loads it through Shader Graph's importer and counts nodes / edges / nodes with errors, writes the generated HLSL to Temp/
CompareShaders.cs Editor (eval_file) Renders the original shader and the graph on the same sphere under 5 light directions, reports pixel differences, saves an original / graph / diff sheet

Before you start

  • Ask before writing into the project. Put everything in one new folder (e.g. Assets/_ShaderGraphBuild/). If the project isn't under version control, say so, and offer git init with a Unity .gitignore plus a baseline commit, so the work can be reverted.
  • Pipeline connection, CLI syntax and safety rules come from unity-pipeline-commands. With pipeline 0.9.x and CLI 1.0.0-beta.2, grouped command names must be quoted: unity command "console get", unity command "editor set_auto_tick" --enable true.
  • Turn on auto-tick first, so the Editor keeps working while it's in the background.
  • The CLI waits only about 30 s. Every Editor script here also writes its result to a Temp/sgbuild_*_result.txt file. If the CLI times out (first renders compile shader variants), wait for that file instead of re-running.

Read the full file on GitHub · 91 lines

Files

What ships with it

4 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. 2d ago First seen · 91 lines · 102 tokens per session scan A 8f587030405b

Subscribe to this mod's changes

shadergraph-build is a skill published in the GitHub repository menstood/unity-pipeline-commands-skill (19 stars, last pushed 3d ago), licensed MIT. It adds 102 tokens to every session and 1,914 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.

Related

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shadergraph-build next to 6 skills from other repositories
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