unity-shader-graph
Unity Shader Graph skill for visual shader authoring, custom nodes, and material effects.
Best use case
unity-shader-graph is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unity Shader Graph skill for visual shader authoring, custom nodes, and material effects.
Teams using unity-shader-graph should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-shader-graph/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-shader-graph Compares
| Feature / Agent | unity-shader-graph | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unity Shader Graph skill for visual shader authoring, custom nodes, and material effects.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unity Shader Graph Skill
Visual shader development using Unity Shader Graph.
## Overview
This skill provides capabilities for creating shaders visually using Unity's Shader Graph, enabling artists and developers to build complex materials without writing code.
## Capabilities
### Visual Authoring
- Create shader graphs for URP/HDRP
- Connect nodes for material logic
- Preview effects in real-time
- Handle shader variants
### Effect Types
- Surface shaders (Lit, Unlit)
- Vertex displacement
- UV manipulation
- Procedural textures
### Custom Development
- Create custom nodes
- Build subgraphs
- Implement shader keywords
- Handle multi-pass rendering
### Material System
- Generate materials from graphs
- Expose material properties
- Handle texture sampling
- Implement triplanar mapping
## Prerequisites
- Unity 2021.3+
- Shader Graph package
- URP or HDRP project
## Usage Patterns
### Common Node Patterns
```
Dissolve Effect:
Noise → Step → Alpha Clip Threshold → Alpha
Rim Lighting:
Fresnel Effect → Multiply → Add Emission
Scrolling UV:
Time → Multiply → Add UV → Sample Texture
Vertex Animation:
Noise → Position Offset → Position
```
### Custom Function Node
```hlsl
// Custom HLSL function for Shader Graph
void MyCustomFunction_float(float3 In, out float3 Out)
{
Out = In * 2.0;
}
```
## Best Practices
1. Use subgraphs for reusable patterns
2. Minimize texture samples
3. Use shader keywords for variants
4. Profile on target platforms
5. Document exposed properties
## References
- [Shader Graph Documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest)Related Skills
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