unity-shadergraph-design

Enforce cross-version Shader Graph design rules for Unity 2022.3 and Unity 6.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-shadergraph-design-dycuong03
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-shadergraph-design-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents unreliable Shader Graph advice by anchoring recommendations to the actual Unity ShaderGraph editor behavior and a validated, cross-version node subset.

Core Features & Use Cases

  • Cross-version safe design rules: Keeps guidance consistent between Unity 2022.3 (ShaderGraph 14) and Unity 6 current Graphics.
  • Node whitelist and editable-field constraints: Ensures recommendations stay within what the current skills can actually edit, including which node settings are writable.
  • Source-anchored review discipline: Encourages using live structure (nodeId/slotId) rather than guessing, and uses pitfalls/checklists to reject bad plans.
  • Practical recipes: Provides limited, reliable node-chain patterns (e.g., base texture sampling, normal decode, masked lerp) that match the supported subset.

Quick Start

Load the unity-shadergraph-design Skill before proposing a Shader Graph node chain or editing plan for a material so your guidance stays within the validated subset and uses nodeId/slotId from shadergraph_get_structure.

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 Shader Graphs that work safely across Unity 2022.3 and Unity 6?

To design Shader Graphs safely across Unity 2022.3 and Unity 6, apply source-anchored design rules that enforce a cross-version editable node whitelist and structure-driven nodeId/slotId usage. This ensures node chains remain portable.

What are the limitations when editing Master Stack and Target settings in Shader Graph?

Editing Master Stack and Target settings in Shader Graph has strict limitations, rejecting unsafe structure mutation claims and unsupported node types to keep recommendations within the validated cross-version subset.

How do I review a Shader Graph node chain using structure-driven IDs?

Review a Shader Graph node chain by anchoring to live structure using nodeId and slotId from shadergraph_get_structure, applying pitfall checklists to reject unsupported node types and unsafe editing plans.

Can I use any node type when creating a SubGraph boundary in Unity Shader Graph?

No, creating SubGraph boundaries requires using an enforced cross-version editable node whitelist, ensuring node chains and blackboard property layouts remain consistent with actual editor and runtime behavior.

What are some reliable Shader Graph node-chain patterns for base texture sampling?

Reliable Shader Graph node-chain patterns for base texture sampling, normal decode, and masked lerp are provided as practical recipes that match the supported cross-version subset for Unity 2022.3 and Unity 6.

Why does my Shader Graph advice fail when switching between Unity ShaderGraph 14 and Unity 6?

Shader Graph advice fails between ShaderGraph 14 and Unity 6 when recommendations are not anchored to actual editor behavior, requiring a cross-version node whitelist and editable-field constraints to prevent unsafe structure mutation.