agency-unity-shader-graph-artist

Author and optimize Unity Shader Graphs and HLSL shaders for URP and HDRP.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

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 optimize Unity Shader Graph materials for mobile performance budgets?

To optimize Unity Shader Graph materials for mobile, you must adhere to strict texture-sample and ALU budgets. This involves estimating fragment complexity, generating shader audits, and authoring optimized mobile fallbacks using SRP-compatible HLSL.

What is the best way to convert a Unity Shader Graph to HLSL for URP?

The best way to convert a Unity Shader Graph to HLSL for URP is translating performance-critical outputs into SRP-compatible code. This requires matching cbuffer-to-Properties declarations and ensuring correct TEXTURE2D and SAMPLER usage.

Can I create custom URP renderer features using Shader Graph and HLSL?

Yes, you can create custom URP renderer features by implementing ScriptableRendererFeature and ScriptableRenderPass code. This allows for full-screen and object-based visual effects integrated directly into the Universal Render Pipeline.

Does this workflow support compute shaders for procedural texture generation in Unity?

Yes, the workflow supports compute shaders for procedural texture generation in Unity. You can author compute shaders to implement GPU-driven workflows and generate procedural textures directly within your rendering pipeline.

Why do my custom URP shaders fail to compile with SRP Batcher compatibility?

Custom URP shaders fail SRP Batcher compatibility when cbuffer declarations do not match the Properties block exactly. Resolving this requires strict adherence to SRP-compatible TEXTURE2D and SAMPLER usage during HLSL conversion.