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unity-shader-graph

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

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How to use this skill

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  1. Open your project in Codex.
  2. Copy the prompt below and paste it into your agent.
  3. Review the proposed files and risks before you approve installation.
Prompt to paste
I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/a5c-ai/babysitter/blob/HEAD/library/specializations/game-development/skills/unity-shader-graph/SKILL.md

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First, summarize what it does, its dependencies, license status if identifiable, and any risks. Show the exact files you propose to add under .agents/skills/unity-shader-graph/. Do not write files or run scripts until I approve.

After I approve, install the complete skill folder, including required referenced files, into that project location. Verify it is discoverable, then tell me its actual invocation name and how to use it. Do not claim it is installed until you have verified it.

Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

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

// 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