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 poorvith-mp/skills-gamedev --skill unity-shadersgit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/unity-shaders)<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.
<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>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 | $0.00043 | $0.01659 |
| Opus 5.5 | $0.00017 | $0.00664 |
| Sonnet 5.5 | $0.00009 | $0.00332 |
| Haiku 4.5 | $0.00004 | $0.00166 |
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.
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
- Universal Render Pipeline (URP):
- Optimized for mobile, Nintendo Switch, VR, and PC.
- Single-pass forward and deferred rendering paths.
- Extensible via
ScriptableRendererFeatureand custom Render Passes.
- 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
- 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).
- 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)
- 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.
- Procedural Dissolve with Alpha Clipping:
- Sample a Simplex/Voronoi noise texture, subtract a
_Cutoffproperty, and executeclip(noise - cutoff).
- Sample a Simplex/Voronoi noise texture, subtract a
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.
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.
- 1mo ago Changed · +1 lines 70ae27ccfbe6
- 1mo ago First seen · 153 lines · 43 tokens per session scan A 7f339c82b46d
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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