unity-shadergraph-design

Provides source-anchored design rules for building and reviewing Unity Shader Graphs.

Updated Jun 21, 2026
One-click install
npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-shadergraph-design-du-qwq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications/tree/main/.agents/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/du-qwq/Shader-Writing-Architecture-and-Specifications --skill unity-shadergraph-design-du-qwq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Shader Graph advice often relies on stale memory, invented node or slot ids, and nodes that the current editing skills cannot actually build. This Skill anchors all Shader Graph guidance to validated Unity 2022.3 and Unity 6 package source so recommendations stay executable and version-safe. ## Core Features & Use Cases - Supported Node Subset: A validated 28-node editable whitelist shared across Unity 2022.3 (SG14) and Unity 6, plus the writable settings per node. - Recipes and Pitfalls: Proven node chains (BaseColor texture sampling, normal map decode, masked lerp) and a rejection list for common bad advice such as misusing PropertyNode reference names. - Review Checklist: A structured checklist for vetting graph proposals covering topology, blackboard inputs, dataflow, cost, and version safety. - Use Case: When asked to "connect a shader graph" for a URP material, load this Skill to design a chain using only supported nodes, bind PropertyNode to an existing blackboard property, and flag that a full Fresnel chain is outside the current editable subset. ## Quick Start Ask the AI to design a Shader Graph node chain for a base color texture with tiling and offset, following the shadergraph-design rules.

Frequently Asked Questions about unity-shadergraph-design

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

FAQPage Schema
How do I design a Unity Shader Graph node chain that editing tools can actually build?

Stay inside the validated 28-node subset shared by Unity 2022.3 and Unity 6, such as PropertyNode, SampleTexture2DNode, TilingAndOffsetNode, and LerpNode. Read node and slot ids from shadergraph_get_structure rather than guessing them.

What Shader Graph nodes are editable in Unity 2022.3 and Unity 6?

The shared subset covers 28 nodes including constants, UV, texture sampling, arithmetic, Lerp, Branch, and normal nodes. AppendVectorNode is currently Unity 6 only, and nodes like Dot Product, Normalize, and Time are outside the editable set.

Does Unity 2022.3 Shader Graph support built-in graph templates?

Unity 2022.3 with ShaderGraph 14.0.12 commonly does not expose the GraphTemplates package directory, so creation advice should query templates first and fall back to a blank graph. Unity 6 Graphics packages may include templates.

Why does setting a PropertyNode reference name fail in Shader Graph?

PropertyNode binds a real blackboard property object, not just a string. The graph property must be created or verified first, then the node's propertyReferenceName is bound to that existing reference.

Can Shader Graph editing tools modify the Master Stack or Target settings?

No. Stage 2 editing does not support Master Stack, Target, Context, Block, or SubGraph output restructuring. Only node add, move, connect, disconnect, remove, and whitelisted settings writes are supported.

When should I avoid using BranchNode in a Shader Graph?

Avoid BranchNode as a purely visual organization tool, since it can introduce runtime branching cost depending on compilation and usage. Use it only when the semantic gain of a boolean-driven choice justifies the potential cost.