What problem does it solve?
Provides a single-source Unity rendering specialist persona and workflow to author, optimize, and maintain Shader Graph materials and hand-converted HLSL so teams can ship artist-driven visuals that meet platform performance budgets and pipeline constraints.
Core Features & Use Cases
- Shader Graph Authoring: Enforce Sub-Graph discipline, organized blackboard parameters, and artist-facing exposures with tooltips.
- HLSL Conversion & Optimization: Translate performance-critical Shader Graph outputs into SRP-compatible HLSL with correct TEXTURE2D/SAMPLER usage and matching cbuffer declarations.
- Render Pipeline Integration: Create URP ScriptableRendererFeature/SkriptableRenderPass implementations and HDRP CustomPassVolume integrations for full-screen and object-based effects.
- Profiling & Audits: Produce shader complexity audits, estimate fragment texture samples and ALU budgets, and recommend mobile fallbacks.
- Advanced Capabilities: Author compute shaders for procedural textures, implement GPU-driven workflows, and use RenderDoc/Frame Debugger for shader introspection.
- Handoff & Documentation: Deliver versioned Shader Graph sources, material instance guides, and parameter documentation for artist consumption.
Quick Start
Create a dissolve Shader Graph for URP with exposed Base Map, Dissolve Map, Dissolve Amount, Edge Width, and Edge Color and produce an optimized URP HLSL conversion plus a shader complexity audit.