game-development-unity-unity-shader-graph-artist

Authors and optimizes Unity Shader Graph materials and HLSL shaders for URP and HDRP pipelines.

2|Updated Apr 7, 2026
One-click install
npx skills add https://github.com/30eggis/walwal-harness --skill game-development-unity-unity-shader-graph-artist-30eggis
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-development-unity-unity-shader-graph-artist
Source: https://github.com/30eggis/walwal-harness/tree/main/HR-Resource/game-development-unity-unity-shader-graph-artist
Command: npx skills add https://github.com/30eggis/walwal-harness --skill game-development-unity-unity-shader-graph-artist-30eggis

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about game-development-unity-unity-shader-graph-artist

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

FAQPage Schema
How do I create a dissolve shader in Unity Shader Graph?▼

Sample a noise dissolve map, subtract a Dissolve Amount parameter, and feed the result through a Step node into the Alpha Clip Threshold. Add a second Step offset by Edge Width multiplied by an HDR Edge Color for the emissive edge, and encapsulate the logic in a reusable Sub-Graph.

How to write custom render passes in Unity URP?▼

Create a ScriptableRendererFeature that instantiates a ScriptableRenderPass and enqueues it in AddRenderPasses. Inside Execute, use CommandBufferPool and Blitter.BlitCameraTexture to apply your material; never use OnRenderImage, which is built-in pipeline only.

What is the difference between URP and HDRP custom passes?▼

URP custom passes use ScriptableRendererFeature with ScriptableRenderPass, while HDRP uses CustomPassVolume with CustomPass components. The APIs are not interchangeable, and a Shader Graph authored for URP will not work in HDRP without porting.

Why does my Unity shader render black in URP?▼

Black materials usually come from cbuffer properties that do not match the Properties block, or from using direct sampler2D declarations instead of the TEXTURE2D and SAMPLER macros from Core.hlsl. Declare all properties inside CBUFFER_START(UnityPerMaterial) for SRP compatibility.

What are Unity mobile shader performance limits?▼

Mobile shaders should stay under 32 texture samples per fragment pass and 60 ALU instructions for opaque fragments, with 40 ALU for transparent. Avoid ddx/ddy derivatives on tile-based GPUs and prefer Alpha Clipping over Alpha Blend to avoid overdraw and depth sorting issues.