agency-unity-shader-graph-artist

Author optimized Unity Shader Graphs and HLSL shaders for URP and HDRP pipelines.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-shader-graph-artist-augustoheiss
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-unity-shader-graph-artist
Source: https://github.com/augustoheiss/LogicDefense/tree/main/.gemini/skills/agency-unity-shader-graph-artist
Command: npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-shader-graph-artist-augustoheiss

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill bridges the gap between artist-authored Shader Graphs and production-ready HLSL by enabling modular, SRP-compatible shader authoring, conversion, and optimization for URP and HDRP projects.

Core Features & Use Cases

  • Modular Shader Graphs: Enforce Sub-Graph discipline, organized node groups, and artist-facing blackboard parameters with tooltips.
  • HLSL Conversion & Optimization: Produce SRP-compatible HLSL with proper TEXTURE2D/SAMPLER usage, matching cbuffers, and removed dead code for performance-critical materials.
  • Custom Render Passes & Pipeline Patterns: Implement URP ScriptableRendererFeature/ScriptableRenderPass and HDRP CustomPassVolume patterns for outlines, dissolve, and post-process effects.
  • Profiling & Mobile Fallbacks: Audit texture sample counts and ALU budgets, profile with Frame Debugger and GPU profiler, and provide mobile fallbacks and variants.

Quick Start

Author a Shader Graph using a reusable DissolveCore sub-graph, expose Dissolve Amount and Edge Color for artists, and request a URP-compatible HLSL conversion with a mobile fallback.

Frequently Asked Questions about agency-unity-shader-graph-artist

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I convert Unity Shader Graphs to optimized HLSL for URP and HDRP?

You can convert Unity Shader Graphs to optimized HLSL by generating SRP-compatible code with proper TEXTURE2D/SAMPLER usage, matching cbuffers, and removed dead code for performance-critical materials in URP and HDRP projects.

What is the best way to structure Sub-Graphs for artist-friendly Unity shaders?

Structuring Sub-Graphs for Unity shaders involves enforcing reuse discipline, organizing node groups, and exposing artist-facing blackboard parameters with tooltips to ensure editable and modular Shader Graphs across real-time projects.

How do I create custom render passes for dissolve and outline effects in Unity URP?

Creating custom render passes for effects like dissolve and outlines in Unity URP involves implementing ScriptableRendererFeature and ScriptableRenderPass patterns to inject custom rendering logic into the pipeline.

Can I profile Unity shader texture samples and ALU budgets for mobile fallbacks?

Yes, you can profile Unity shader texture sample counts and ALU budgets by auditing Shader Graphs with the Frame Debugger and GPU profiler, allowing you to provide mobile fallbacks and optimized variants.

Does this approach support both URP and HDRP rendering pipelines for Unity shader authoring?

Yes, this approach supports SRP compatibility for both URP and HDRP rendering pipelines, enabling modular shader authoring, HLSL conversion, and custom render passes like CustomPassVolume for HDRP projects.

Why do my Unity Shader Graphs break when targeting mobile texture sample limits?

Unity Shader Graphs often break mobile limits by exceeding texture sample counts and ALU budgets; resolving this requires auditing materials, profiling with GPU tools, and authoring mobile fallback variants.