shader-development

A development guide for creating shaders, which are programs that control how surfaces and effects are drawn in a game or 3D application. It covers Unity's Shader Graph, HLSL, and ShaderLab for URP and HDRP projects.

In plain words
What is it for?
Use it when building or editing Unity shaders with Shader Graph, HLSL, or ShaderLab. It applies to projects using the Universal Render Pipeline or High Definition Render Pipeline.
Why use it?
It provides project guidance for shader work across Unity's supported rendering pipelines. The description does not specify particular effects or templates.

Skill for Claude CodeCodex

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/tmhsdigital/unity-developer-tools/shader-development
Any agent
npx skills add TMHSDigital/Unity-Developer-Tools --skill shader-development
Clone the repo
git clone --depth 1 https://github.com/TMHSDigital/Unity-Developer-Tools

Made for: Claude Code, Codex.

Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,281 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin unknown 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 $0.00021 $0.01281
Opus 5 $0.00010 $0.00641
Sonnet 5 $0.00004 $0.00256
Haiku 4.5 $0.00002 $0.00128

Measured yesterday against content hash cdac06108d9d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

shader-development 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 yesterday.

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/shader-development/SKILL.md · 201 lines

The source is not reproduced here

No licence file

A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.

Read it on GitHub

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. yesterday First seen · 201 lines · 21 tokens per session scan A cdac06108d9d

Subscribe to this mod's changes

shader-development is a skill published in the GitHub repository TMHSDigital/Unity-Developer-Tools (3 stars, last pushed 17d ago), with no licence file. It adds 21 tokens to every session and 1,281 once invoked, about $0.0001 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 2026-08-31.