unity-shaders

unity-shaders is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 43 tokens per session (1,659 once invoked), scanned A, original, MIT.

A guide to creating Unity materials and visual effects with Shader Graph, HLSL, URP, and HDRP. Shader Graph is a node-based way to make shaders, while HLSL is the text-based shader language; URP and HDRP are Unity's rendering pipelines.

In plain words
What is it for?
Use it when authoring Unity shaders, custom rendering passes, Shader Graph effects, or HLSL materials for URP and HDRP projects.
Why use it?
It helps choose the right rendering approach and avoid shader work that uses too much graphics-processing time on a target device.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it when authoring Unity shaders, custom rendering passes, Shader Graph effects, or HLSL materials for URP and HDRP projects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/unity-shaders
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 poorvith-mp/skills-gamedev --skill unity-shaders
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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 unity-shaders

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unity-shaders/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unity-shaders)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unity-shaders"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unity-shaders/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 unity-shaders

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/unity-shaders"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/unity-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,659 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 $0.00043 $0.01659
Opus 5.5 $0.00017 $0.00664
Sonnet 5.5 $0.00009 $0.00332
Haiku 4.5 $0.00004 $0.00166

Measured 1mo ago against content hash 70ae27ccfbe6, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-shaders 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 1mo 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/unity-shaders/SKILL.md · 154 lines

How it starts

The opening of the file, as written. The whole thing — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.

unity-shaders

Core Philosophy

Real-time shaders are programs executed concurrently across thousands of GPU cores for every single vertex and pixel on screen. In modern Unity (URP and HDRP), authoring game visual effects requires mastering both node-based Shader Graph and text-based HLSL. Writing efficient shaders is an exercise in computational frugality: every trigonometric function, dependent texture read, or unnecessary full-precision float in the fragment shader directly burns GPU fill-rate and tanks mobile/console frame rates.


4-Step Unity Shader & VFX Pipeline

Step 1: Pipeline Architecture: URP vs HDRP Custom Passes

  1. Universal Render Pipeline (URP):
    • Optimized for mobile, Nintendo Switch, VR, and PC.
    • Single-pass forward and deferred rendering paths.
    • Extensible via ScriptableRendererFeature and custom Render Passes.
  2. High Definition Render Pipeline (HDRP):
    • High-end PC and current-gen consoles (PS5, Xbox Series X).
    • Compute-shader-driven deferred clustered lighting, volumetric fog, and ray-tracing.
    • Extensible via CustomPassVolume.

Step 2: HLSL Structure & Precision Optimization

  1. Precision Standard:
    • float (32-bit): World-space coordinates, UV coordinates, depth calculations.
    • half (16-bit): Colors, normals, vector directions, ambient lighting calculations (saves 50% ALU register pressure on mobile GPUs).
  2. Core Shader Pass Layout:
    • Vertex Shader: Transforms object-space vertices to clip space: $$P_{\text{clip}} = M_{\text{projection}} \times M_{\text{view}} \times M_{\text{model}} \times P_{\text{local}}$$
    • Fragment / Pixel Shader: Calculates final RGBA color per rasterized pixel.

Step 3: Math & Procedural Effects (Dissolve, Rim Light, Fresnel)

  1. Schlick's Fresnel Approximation (Rim Lighting): $$F \approx F_0 + (1 - F_0)(1 - \vec{N} \cdot \vec{V})^5$$
    • Where $\vec{N}$ is surface normal and $\vec{V}$ is normalized view direction vector.
  2. Procedural Dissolve with Alpha Clipping:
    • Sample a Simplex/Voronoi noise texture, subtract a _Cutoff property, and execute clip(noise - cutoff).

Read the full file on GitHub · 154 lines

Files

What ships with it

2 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. 1mo ago Changed · +1 lines 70ae27ccfbe6
  2. 1mo ago First seen · 153 lines · 43 tokens per session scan A 7f339c82b46d

Subscribe to this mod's changes

unity-shaders is a skill published in the GitHub repository poorvith-mp/skills-gamedev (5 stars, last pushed 29d ago), licensed MIT. It adds 43 tokens to every session and 1,659 once invoked, about $0.0002 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 2026-09-06.

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