What problem does it solve? Editing Unity Shader Graph assets programmatically is fragile because the Shader Graph package exposes no stable public API for graph mutation, forcing developers to hand-edit serialized assets or click through the editor UI for every node, connection, and blackboard property change. ## Core Features & Use Cases - Graph Creation and Inspection: Create Shader Graph and Sub Graph assets from package templates or blank fallbacks, then inspect live structure including nodeIds, slots, edges, properties, and keywords. - Constrained Node Editing: Add, move, connect, disconnect, and configure nodes from a version-pinned whitelist, with slot-level default values and whitelisted node settings. - Blackboard Management: Add, update, list, and remove blackboard properties and keywords before binding them to PropertyNodes. - Use Case: A technical artist asks the assistant to build a lit Shader Graph with a color property and a multiply node chain; the skill reads the live structure, creates the property, adds whitelisted nodes, and connects them using real nodeId and slotId values. ## Quick Start Create a new Shader Graph asset named WaterShader, add a color property to its blackboard, and connect a multiply node chain to the base color output.