What problem does it solve? Writing and maintaining handwritten Unity shaders involves repetitive boilerplate, error-prone property inspection, and manual compilation checks. This Skill automates the full lifecycle of .shader files so you can create, read, find, and validate HLSL/ShaderLab code without leaving your workflow. ## Core Features & Use Cases - Shader Creation from Templates: Generate built-in Unlit shaders or URP Unlit/Lit shaders by name, or write raw ShaderLab source directly to a .shader file. - Inspection & Diagnostics: Read shader source, list and find shaders, extract property definitions and keyword lists, count shader variants, and check for compilation errors. - Global Keyword Control: Enable or disable global shader keywords to toggle rendering features across the project. - Use Case: You need a custom URP Lit shader at Assets/Shaders/MyLit.shader. Call shader_create_urp with the name, path, and type "Lit", then run shader_check_errors to confirm it compiles cleanly. ## Quick Start Create a URP Lit shader named Custom/MyLit at Assets/Shaders/MyLit.shader and then check it for compilation errors.