unity-shader-graph

Unity Shader Graph skill for visual shader authoring, custom nodes, and material effects.

509 stars

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

$curl -o ~/.claude/skills/unity-shader-graph/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unity-shader-graph/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unity-shader-graph/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unity-shader-graph Compares

Feature / Agentunity-shader-graphStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/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)

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