unity-shadergraph-design

Validate Unity Shader Graph designs against a source-anchored node subset.

Updated Jan 30, 2026
One-click install
npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-shadergraph-design-rayzerrek
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/Rayzerrek/dotfiles/tree/main/.pi/agent/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/Rayzerrek/dotfiles --skill unity-shadergraph-design-rayzerrek

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you design and review Unity Shader Graph work without relying on guessed node behavior or unsafe edits.

Core Features & Use Cases

  • Source-anchored guidance for supported nodes, editable fields, and version-safe graph structure.
  • Recipe-based recommendations for texture sampling, normal maps, blending, and branch toggles.
  • Review support for catching bad advice around PropertyNode binding, node ids, slot ids, and unsupported Master Stack or Target edits.

Quick Start

Use the unity-shadergraph-design skill to check my Shader Graph plan, confirm the allowed node subset, and return a version-safe node chain I can actually edit.

Frequently Asked Questions about unity-shadergraph-design

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

FAQPage Schema
How do I validate my Unity Shader Graph node chain to ensure it uses version-safe topology?

To validate a Unity Shader Graph, check your proposed node chain against an authoritative source-anchored node subset, confirming that all node and slot ids are valid for Unity 2022.3 or Unity 6 to ensure version-safe graph structure.

What is the correct way to bind blackboard properties in a Unity Shader Graph?

Binding blackboard properties in a Shader Graph requires explicit PropertyNode binding to ensure the graph references the correct editable fields, preventing unsafe edits and maintaining valid node paths within your texture sampling or blending recipes.

How do I structure SubGraph boundaries correctly in Unity Shader Graph?

Structuring SubGraph boundaries correctly involves validating the SubGraph topology against the supported node subset and rejecting unsupported edits to internal fields, master stack, or targets to maintain a version-safe Unity 6 or Unity 2022.3 workflow.

Does this Shader Graph review process support Unity 6 and Unity 2022.3 workflows?

Yes, the Shader Graph review process supports both Unity 6 and Unity 2022.3 workflows by validating proposed graphs through source-anchored guidance for supported nodes, editable fields, and version-safe topology across these specific Unity versions.

What are the limitations when editing the Master Stack or Targets in a Shader Graph?

The main limitation is that unsupported edits to the Master Stack or Targets are strictly rejected to maintain graph integrity, requiring you to use the valid node subset and explicit PropertyNode binding to avoid unsafe edits to these internal fields.

Why does my Shader Graph recipe fail when using unsupported node behavior?

Your Shader Graph recipe fails because it relies on guessed node behavior rather than authoritative node and slot ids, requiring you to validate texture sampling and branch toggle recipes against a source-anchored node subset to prevent version-safe topology errors.