unity-shadergraph-design

Guides Shader Graph design and review within a validated Unity 2022.3 and Unity 6 node subset.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-shadergraph-design-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-shadergraph-design-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Shader Graph advice often relies on stale model memory, invented node or slot ids, and nodes the current editing skills cannot actually build. This Skill anchors all Shader Graph guidance to validated Unity package source and live graph structure so recommendations stay executable. ## Core Features & Use Cases - Source-anchored design rules: Hard rules grounded in Unity 2022.3 (ShaderGraph 14.0.12) and Unity 6 package source, covering blackboard properties, PropertyNode binding, and node/slot id handling. - Validated node subset and recipes: A 28-node cross-version editable subset with proven chains such as BaseColor texture sampling, normal map decode, masked lerp, and UV tiling/offset. - Pitfall and review checklists: Structured criteria to reject bad plans, including guessed slot ids, unsupported nodes, Master Stack edits, and unscoped SRP Batcher or variant claims. - Use Case: Before asking an agent to build a graph, load this module to confirm the chain uses only supported nodes, that blackboard properties exist before PropertyNode binding, and that the plan survives the review checklist. ## Quick Start Ask the assistant to review my Shader Graph plan using the shadergraph-design rules and confirm every node is inside the supported 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 that AI editing skills can actually build?

Keep the graph inside the validated 28-node subset shared by Unity 2022.3 and Unity 6, and follow the proven recipes such as the BaseColor texture sample chain. Create blackboard properties before binding PropertyNode, and read node and slot ids from shadergraph_get_structure rather than guessing.

Which Shader Graph nodes are editable on Unity 2022.3 and Unity 6?

The shared subset includes PropertyNode, constant nodes, SampleTexture2DNode, UVNode, TilingAndOffsetNode, arithmetic nodes, LerpNode, BranchNode, and normal workflow nodes. AppendVectorNode is currently Unity 6 only in live validation.

Can Shader Graph skills edit the Master Stack or Target settings?

No. Stage 2 editing does not support Master Stack, Target, Context, Block, or SubGraph output restructuring. Only whitelisted node fields such as PropertyNode propertyReferenceName and constant node values are writable.

Why does PropertyNode binding fail in Shader Graph automation?

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

Does Unity 2022.3 provide built-in Shader Graph templates?

Commonly no. The ShaderGraph 14.0.12 package often lacks the GraphTemplates directory, so creation advice should query templates first and fall back to a blank graph on Unity 2022.3.

When should I avoid using BranchNode in a Shader Graph?

Avoid BranchNode as a purely organizational 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.