unity-shadergraph

Inspect and edit Unity Shader Graph assets with constrained node operations.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It removes the guesswork and fragility of editing Unity Shader Graph assets by letting you inspect the real node/slot structure and then apply tightly constrained edits that match the installed Shader Graph package.

Core Features & Use Cases

  • Live graph inspection: Reads the actual Shader Graph topology (nodeId/slotId, positions, edges, properties, and keywords) so edits target existing structure instead of assumed IDs.
  • Constrained, whitelist-driven editing: Updates only supported node types, settings keys, properties, and keywords to avoid silent no-ops across Unity/ShaderGraph versions.
  • Safe create/modify workflows: Creates shader graphs/subgraphs (with template handling where available), adds nodes, connects/disconnects edges, edits defaults/settings, manages blackboard properties/keywords, and reimports after external changes.

Quick Start

Use unity-shadergraph to create or update a Shader Graph by first reading its live structure and then applying the smallest necessary node, connection, and blackboard edits to achieve the desired material behavior.

Frequently Asked Questions about unity-shadergraph

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

FAQPage Schema
How do I safely edit Unity Shader Graph assets without breaking node connections?

Yes, you can manage blackboard properties and keywords in a Shader Graph by applying tightly constrained, whitelist-driven edits. This approach updates only supported property and keyword types, avoiding silent no-ops across different Unity and ShaderGraph package versions.

What is the best way to automate adding nodes and edges to a Shader Sub Graph?

The best way to automate adding nodes and edges to a Shader Sub Graph is by using deterministic creation and constrained editing workflows. This method enforces supported-node whitelists and uses live slotId identifiers to connect edges accurately without guesswork.

Does this approach support creating Shader Graphs with templates for Unity 2022.3?

Yes, this approach supports creating Shader Graphs for Unity 2022.3 and supported ShaderGraph package versions. It handles template-based graph creation and applies version-pinned, reflection-aware edits to ensure compatibility and prevent unsupported modifications.

Why does updating Shader Graph settings result in silent no-ops across Unity versions?

When deleting nodes in a Shader Graph, you should use guarded delete operations that respect approval rules. This ensures deterministic, constrained editing by validating the live node structure before removal, preventing accidental topological damage to the graph.