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unity-shader

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Manage HLSL/ShaderLab .shader files — create, read, list, find, delete, and inspect shader properties/keywords. Use when creating or editing handwritten shaders, listing or finding .shader files, or inspecting their properties and keywords, even if the user just says "写个shader" or "着色器文件". 管理 HLSL/ShaderLab .shader 文件(创建、读取、列出、查找、删除、检查 shader 属性/关键字);当用户要创建或编辑手写 shader、列出或查找 .shader 文件、或检查其属性与关键字时使用。

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How to use this skill

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I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/Besty0728/Unity-Skills/blob/HEAD/SkillsForUnity/unity-skills~/skills/shader/SKILL.md

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Unity Shader Skills

Work with .shader HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the shadergraph module.

Operating Mode

  • Query skills (shader_read, shader_list, shader_find, shader_get_properties, shader_check_errors, shader_get_keywords, shader_get_variant_count) are SkillMode.SemiAuto — they run in all three modes without grant.
  • Mutating skills (shader_create, shader_create_urp, shader_set_global_keyword) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • shader_delete carries SkillOperation.Delete and is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.

Guardrails

DO NOT (common hallucinations):

  • shader_set_property does not exist → use material_set_float/material_set_color/etc. on the material, not the shader
  • shader_apply / shader_assign do not exist → use material_set_shader to change a material's shader
  • shader_get_properties returns shader property definitions (name/type/range), not current values → for material instance values use material_get_properties
  • Shader names are case-sensitive and path-like: "Standard", "Universal Render Pipeline/Lit", not "standard" or "URP Lit"

Routing:

  • For material property changes → use material module
  • For shader keyword control → material_set_keyword (material module)
  • For global shader keywords → shader_set_global_keyword (this module)

Skills Overview

SkillDescription
shader_createCreate shader file
shader_readRead shader source
shader_listList all shaders
shader_findFind shader by name
shader_deleteDelete shader file
shader_get_propertiesGet shader properties
shader_check_errorsCheck shader for compilation errors
shader_get_keywordsGet shader keyword list
shader_get_variant_countGet shader variant count for performance analysis
shader_create_urpCreate a URP shader from template
shader_set_global_keywordEnable or disable a global shader keyword

Skills

shader_create

Create a shader file. The template parameter is raw shader source code that gets written verbatim into the .shader file — it is not a preset name. If you pass template="Standard" the literal string Standard will be written to disk and the shader will fail to compile.

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name written into the Shader "..." declaration (e.g., "Custom/MyShader")
savePathstringYes-Save path (e.g., "Assets/Shaders/My.shader")
templatestringNonullFull ShaderLab/HLSL source string. When omitted, a built-in Unlit template (_MainTex + _Color, single CGPROGRAM pass) is used. There are no other built-in presets.

For a URP Unlit / Lit preset, use shader_create_urp (type: "Unlit" | "Lit") instead — it actually selects a template by name.

shader_read

Read shader source code.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

Returns: {path, lines, content}

shader_list

List all shaders in project.

ParameterTypeRequiredDefaultDescription
filterstringNonullName filter
limitintNo100Max results

Returns: {count, shaders: [{path, name, propertyCount}]}

shader_find

Find a shader by name.

ParameterTypeRequiredDescription
searchNamestringYesShader name to find

Returns: {found, name, path}

shader_delete

Delete a shader file.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

shader_get_properties

Get all properties defined in a shader.

ParameterTypeRequiredDescription
shaderNameOrPathstringYesShader name or shader asset path

Returns: {success, properties: [{name, type, description}]}

shader_check_errors

Check shader for compilation errors.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, hasErrors, messageCount }

shader_get_keywords

Get shader keyword list.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, keywordCount, keywords: [{ name, type }] }

shader_get_variant_count

Get shader variant count for performance analysis.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, subshaderCount, totalPasses }

shader_create_urp

Create a URP shader from template (type: Unlit or Lit).

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name (e.g., "Custom/MyURPShader")
savePathstringYes-Save path (e.g., "Assets/Shaders/MyURP.shader")
typestringNo"Unlit"Template type: "Unlit" or "Lit"

Returns: { success, shaderName, path, type }

shader_set_global_keyword

Enable or disable a global shader keyword.

ParameterTypeRequiredDefaultDescription
keywordstringYes-Global shader keyword name
enabledboolYes-true to enable, false to disable

Returns: { success, keyword, enabled }


Example Usage

import unity_skills

# Create an unlit shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyUnlit",
    savePath="Assets/Shaders/MyUnlit.shader",
    template="Unlit"
)

# Create a surface shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyPBR",
    savePath="Assets/Shaders/MyPBR.shader",
    template="Standard"
)

# Read shader source
source = unity_skills.call_skill("shader_read",
    shaderPath="Assets/Shaders/MyUnlit.shader"
)
print(source['content'])

# List all custom shaders
shaders = unity_skills.call_skill("shader_list", filter="Custom")
for shader in shaders['shaders']:
    print(f"{shader['name']}: {shader['path']}")

Best Practices

  1. Use consistent shader naming (Category/Name)
  2. Organize shaders in dedicated folder
  3. Start with templates, modify as needed
  4. Test shaders in different lighting conditions
  5. Consider mobile compatibility for builds

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.