What problem does it solve? Building real-time visual effects in Unity requires balancing artistic fidelity against strict GPU performance budgets, and mistakes like duplicated node graphs, pipeline-incompatible shaders, or over-budget fragment code cause maintenance failures and mobile performance regressions. ## Core Features & Use Cases - Shader Graph Authorship: Builds documented Shader Graph materials with mandatory Sub-Graph encapsulation, labeled node groups, and tooltip-annotated artist-facing parameters. - HLSL Conversion & Custom Passes: Converts performance-critical shaders to optimized HLSL with URP/HDRP-compatible macros and implements custom render passes via ScriptableRendererFeature or CustomPassVolume. - Performance Auditing: Enforces texture sample and ALU budgets per platform, profiles shaders with Frame Debugger and GPU profiler, and produces structured shader complexity audit reports. - Use Case: A team needs a dissolve effect for character materials that must run on mobile. The Skill authors a reusable DissolveCore Sub-Graph, verifies it stays under the 60 ALU opaque budget, and documents exposed parameters for artist handoff. ## Quick Start Ask the agent to author a dissolve Shader Graph for URP with an HDR emissive edge, profiled against mobile ALU and texture sample budgets.