unity-shadergraph-design

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

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill unity-shadergraph-design-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/pcone-mm/NewFPG/tree/main/.agents/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill unity-shadergraph-design-pcone-mm

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 grounds every recommendation in validated Unity 2022.3 and Unity 6 package source so graph designs and reviews stay executable. ## 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 & 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 tiled base color texture using only the supported node subset.

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 Shader Graph node chain that AI editing skills can actually build?

Limit the chain to the validated 28-node subset shared by Unity 2022.3 and Unity 6, such as PropertyNode, SampleTexture2DNode, TilingAndOffsetNode, and LerpNode. Read the live graph structure first and reference nodes by serialized nodeId and slotId, never by display name.

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

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

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

The Unity 2022.3 ShaderGraph 14.0.12 package commonly does not expose a GraphTemplates directory, so blank graph fallback is the usual path. Unity 6 Graphics packages may include templates, so always query template availability before recommending one.

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

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

Can Shader Graph editing skills 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 because it can introduce real runtime branching cost depending on compilation and usage. Use it only when the semantic gain of a boolean-driven choice justifies the potential cost.