unity-shaders-urp

unity-shaders-urp is a skill for Claude Code, Codex from TheArcForge/Hades. It costs 31 tokens per session (4,696 once invoked), scanned A, original, MIT.

Guidance for Unity's Universal Render Pipeline (URP), the rendering system used to draw game and application scenes.

In plain words
What is it for?
Use it for URP Shader Graph or HLSL shaders, custom render features, post-processing, material variation, shader errors, mobile optimization, or Built-in-to-URP migrations.
Why use it?
It helps you choose URP-specific shader and rendering approaches and avoid using advice meant for HDRP or other pipelines.

Skill for Claude CodeCodex

Part of the hades plugin — 22 skills, 6 commands shipped together

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.

agentmods
npx agentmods add skills/thearcforge/hades/unity-shaders-urp
Any agent
npx skills add TheArcForge/Hades --skill unity-shaders-urp
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Or install hades, the plugin that ships this one along with the rest of its 22 skills, 6 commands.

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-urp

README.md
[![agentmods](https://agentmods.dev/badge/skills/thearcforge/hades/unity-shaders-urp.svg)](https://agentmods.dev/skills/thearcforge/hades/unity-shaders-urp)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/hades/unity-shaders-urp"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-shaders-urp.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,696 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00031 $0.04696
Opus 5 $0.00015 $0.02348
Sonnet 5 $0.00006 $0.00939
Haiku 4.5 $0.00003 $0.00470

Measured 5d ago against content hash 2db63fb2f15b, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-shaders-urp 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 5d 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.

ClaudeCodePlugin/skills/unity-shaders-urp/SKILL.md · 581 lines

How it starts

The opening of the file, as written. The whole thing — 581 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Shaders — URP

Guidance for Universal Render Pipeline rendering work: when to use Shader Graph versus hand-written HLSL, how to author custom Render Features, how to handle per-instance variation without breaking GPU instancing, and how to keep shader complexity within mobile budgets.

When to Apply

Activate when the conversation involves:

  • Creating or editing .shadergraph assets targeting URP
  • Writing custom HLSL shader passes for URP (Lit, Unlit, Sprite)
  • Implementing a ScriptableRendererFeature or ScriptableRenderPass
  • Setting up URP post-processing via Volume overrides or custom Blit passes
  • Per-instance material variation with MaterialPropertyBlock
  • Diagnosing URP-specific shader compilation errors or missing keywords
  • Optimizing shader complexity for mobile or low-end hardware
  • Migrating Built-in shaders to URP equivalents

Do NOT activate for HDRP questions — redirect to hades:unity-shaders-hdrp. Do NOT activate for VFX Graph particle shaders — redirect to hades:unity-vfx.

Project Context Check

Before making recommendations:

  1. Confirm the render pipeline:

    • Call project_settings(section: "renderPipeline") — CRITICAL first step. If the result indicates HDRP, stop and redirect to hades:unity-shaders-hdrp. If Built-in, warn the user and note the migration path.
    • Confirm the UniversalRenderPipelineAsset is assigned in Project Settings > Graphics.
  2. Understand existing shader assets:

    • Call search_by_name("*.shadergraph") to inventory Shader Graph assets already in the project and identify naming conventions.
    • Call search_by_name("*Render*Feature*") to find custom ScriptableRendererFeature implementations already in use — align naming and patterns.
  3. Check documented decisions:

    • Call recall_memory("rendering shader URP") to surface any team decisions about graph vs. hand-written HLSL, approved shader patterns, or performance budgets.
    • If a recalled decision shows a warning validation status, surface the conflict to the user before proceeding.

Read the full file on GitHub · 581 lines

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. 5d ago First seen · 581 lines · 31 tokens per session scan A 2db63fb2f15b

Subscribe to this mod's changes

unity-shaders-urp is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed yesterday), licensed MIT. It adds 31 tokens to every session and 4,696 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.