unity-shader

Create, inspect, and organize Unity shader assets with naming conventions.

8|1|Updated Oct 7, 2025
One-click install
npx skills add https://github.com/Zzulin/unity-project01 --skill unity-shader-zzulin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shader
Source: https://github.com/Zzulin/unity-project01/tree/main/URP1/Plugins/Unity-Skills-main/SkillsForUnity/unity-skills~/skills/shader
Command: npx skills add https://github.com/Zzulin/unity-project01 --skill unity-shader-zzulin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Shader creation and management in Unity projects; provides a structured approach to creating, reading, listing, and validating shader assets to streamline rendering workflows.

Core Features & Use Cases

  • Create shader files from templates (Unlit, Standard, Transparent)
  • Read shader source and inspect properties or keywords
  • List and find shaders by name, and delete or verify shader integrity
  • Generate URP shaders from templates and apply global keywords for performance
  • Use cases include building custom shaders for materials, debugging shader graphs, and auditing project shader assets

Quick Start

Create a new Unlit shader named Custom/MyUnlit and save it to Assets/Shaders/MyUnlit.shader.

Frequently Asked Questions about unity-shader

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

FAQPage Schema
How do I create a custom Unity shader from a template?

To create a custom Unity shader, you can generate files from templates like Unlit, Standard, or URP. This allows you to quickly establish a baseline shader and save it to a specific asset path.

Can I inspect shader properties and keywords across materials in Unity?

Yes, you can inspect shader properties and keywords across materials. The tool reads shader source code to help you debug shader graphs and audit existing asset configurations.

How do I list and find shaders by name in a Unity project?

You can list and find shaders by name to verify their integrity or delete them. This enforces proper naming and path conventions to keep your project assets organized.

Does this approach support generating URP shaders with global keywords?

Yes, generating URP shaders from templates is fully supported. You can apply global keywords during creation to optimize rendering performance and manage material workflows.

What is the best way to manage shader asset paths and naming conventions?

The best way to manage shader assets is by enforcing proper naming and path conventions during creation. This routes operations to appropriate functions and prevents organizational issues.