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-urpnpx skills add TheArcForge/Hades --skill unity-shaders-urpgit 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-urp)<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>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 | $0.00031 | $0.04696 |
| Opus 5 | $0.00015 | $0.02348 |
| Sonnet 5 | $0.00006 | $0.00939 |
| Haiku 4.5 | $0.00003 | $0.00470 |
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.
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
.shadergraphassets targeting URP - Writing custom HLSL shader passes for URP (Lit, Unlit, Sprite)
- Implementing a
ScriptableRendererFeatureorScriptableRenderPass - 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:
-
Confirm the render pipeline:
- Call
project_settings(section: "renderPipeline")— CRITICAL first step. If the result indicates HDRP, stop and redirect tohades:unity-shaders-hdrp. If Built-in, warn the user and note the migration path. - Confirm the
UniversalRenderPipelineAssetis 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. - Call
search_by_name("*Render*Feature*")to find customScriptableRendererFeatureimplementations already in use — align naming and patterns.
- Call
-
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
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.
- 5d ago First seen · 581 lines · 31 tokens per session scan A 2db63fb2f15b
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.
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