shader-graph

Guide Unity ShaderGraph material design and optimization for URP and HDRP workflows.

3|Updated Jun 27, 2026
One-click install
npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill shader-graph-omerzeyveli
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: shader-graph
Source: https://github.com/OmerZeyveli/kinglet-unity/tree/main/.claude/skills/systems/shader-graph
Command: npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill shader-graph-omerzeyveli

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps Unity developers design, customize, and optimize node-based ShaderGraph materials without repeatedly researching shader stages, HLSL functions, keyword variants, or common visual effects.

Core Features & Use Cases

  • Master Stack Guidance: Configure URP Lit and Unlit vertex and fragment outputs for materials, lighting, transparency, and displacement.
  • Custom Shader Logic: Create inline or external HLSL custom function nodes for effects such as triplanar mapping.
  • Reusable Visual Effects: Implement dissolve effects, Fresnel rim lighting, scrolling UVs, vertex displacement, outlines, and reusable sub-graphs.
  • Performance Optimization: Control shader precision, texture sampling, branching, and keyword variants to keep materials efficient and build-friendly.

Quick Start

Use the shader-graph skill to design a URP dissolve shader with an emission edge, minimized texture samples, and fewer than 1000 variants.

Frequently Asked Questions about shader-graph

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

FAQPage Schema
How do I create a dissolve shader in Unity ShaderGraph with an emission edge?

Creating a dissolve shader in Unity ShaderGraph involves connecting a noise texture to the Alpha Clip Threshold on the URP Unlit master stack, then lerping an emission color near the clip edge. This Skill guides setting up those nodes, configuring transparency, and minimizing texture samples for the effect.

Can I write custom HLSL code inside a Unity ShaderGraph?

You can write custom HLSL code inside a Unity ShaderGraph by using Custom Function nodes to include inline or external HLSL files. This Skill guides creating these custom function nodes for specialized operations like triplanar mapping that standard nodes cannot handle.

What is the best way to reduce shader variants in Unity ShaderGraph?

Reducing shader variants in Unity ShaderGraph requires carefully managing keyword variants and avoiding unnecessary branching in the node graph. This Skill guides you through keyword control, precision settings, and texture sampling optimization to keep your variant count under control.

Does this ShaderGraph guidance apply to HDRP or only URP workflows?

This ShaderGraph guidance applies to both URP and HDRP workflows, covering master stack outputs for vertex and fragment stages. It helps configure lighting, transparency, and displacement across both render pipelines for reusable visual effects.

How do I set up Fresnel rim lighting and scrolling UVs in ShaderGraph?

Setting up Fresnel rim lighting and scrolling UVs in ShaderGraph involves using the Fresnel Effect node for rim edges and offsetting UV coordinates using a Time node. This Skill guides implementing these specific visual effects as reusable sub-graphs for your materials.

Why are my Unity ShaderGraph materials performing poorly on mobile?

Unity ShaderGraph materials perform poorly on mobile often due to excessive shader variants, high precision settings, or unnecessary texture samples. This Skill helps optimize performance by guiding appropriate precision settings, efficient sampling, and strict keyword variant control.