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 agentmods add skills/thearcforge/hades/unity-shaders-hdrpnpx skills add TheArcForge/Hades --skill unity-shaders-hdrpgit clone --depth 1 https://github.com/TheArcForge/HadesWrote 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/thearcforge/hades/unity-shaders-hdrp)<a href="https://agentmods.dev/skills/thearcforge/hades/unity-shaders-hdrp"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-shaders-hdrp.svg" alt="Measured on agentmods" 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 | $0.00030 | $0.05304 |
| Opus 5 | $0.00015 | $0.02652 |
| Sonnet 5 | $0.00006 | $0.01061 |
| Haiku 4.5 | $0.00003 | $0.00530 |
Grade A, and why
unity-shaders-hdrp 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 6d 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 — 571 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Shaders — HDRP
Guidance for High Definition Render Pipeline rendering work: HDRP material types and when to use them, the Custom Pass framework, the Volume system for per-area blending, ray tracing hardware requirements, and safe patterns for HDRP Shader Graph.
When to Apply
Activate when the conversation involves:
- Setting up HDRP Lit, Unlit, StackLit, Fabric, Hair, or Eye materials
- Creating or editing
.shadergraphassets targeting HDRP - Writing a
CustomPassC# class (fullscreen or object pass) - Configuring Volume profiles for different areas of the scene
- Evaluating or enabling ray tracing features (reflections, shadows, AO)
- Diagnosing HDRP-specific compile errors or missing shader features
- Optimizing HDRP scenes for PC/console performance targets
- Using HDRP's decal system or the Decal Projector component
Do NOT activate for URP questions — redirect to hades:unity-shaders-urp. Do NOT activate for VFX Graph particle shaders — redirect to hades:unity-vfx.
Project Context Check
Before making recommendations:
-
Confirm the render pipeline:
- Call
project_settings(section: "renderPipeline")— CRITICAL first step. If the result indicates URP, stop and redirect tohades:unity-shaders-urp. If Built-in, warn the user and note the migration path. - Confirm the
HDRenderPipelineAssetis assigned in Project Settings > Graphics.
- Call
-
Understand existing shader assets:
- Call
search_by_name("*.shadergraph")to inventory Shader Graph assets already in the project and identify naming conventions and material types in use. - Call
search_by_name("*CustomPass*")to find existing Custom Pass implementations and understand injection points already used.
- Call
-
Check documented decisions:
- Call
recall_memory("rendering shader HDRP")to surface any team decisions about material types, approved ray tracing features, or performance targets. - If a recalled decision shows a
warningvalidation status, surface the conflict to the user before proceeding.
- Call
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.
- 6d ago First seen · 571 lines · 30 tokens per session scan A 41c7f88dcfd5
unity-shaders-hdrp is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 2d ago), licensed MIT. It adds 30 tokens to every session and 5,304 once invoked, about $0.0002 per session on Opus 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 2026-08-30.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
unity-reviewer
Use after implementation to review code changes for Unity anti-patterns, performance issues, and correctness problems. Also use when superpowers:requesting-code-review is active to provide Unity-specific review criteria.
component-design
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
data-modeling
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
prefab-architecture
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.