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 shadergraph-buildgit 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/shadergraph-build)<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.
<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>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 | $0.00102 | $0.01914 |
| Opus 5.5 | $0.00041 | $0.00766 |
| Sonnet 5.5 | $0.00020 | $0.00383 |
| Haiku 4.5 | $0.00010 | $0.00191 |
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.
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 — 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 offergit initwith a Unity.gitignoreplus 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.txtfile. If the CLI times out (first renders compile shader variants), wait for that file instead of re-running.
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.
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 · 91 lines · 102 tokens per session scan A 8f587030405b
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.
shadergraph-build compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| shadergraph-buildmenstood/unity-pipeline-commands-skill | Skill | 19 | 3d ago | MIT | A | 102 | 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 |