unity-shadergraph

Create and inspect Unity Shader Graph assets with constrained node and blackboard edits.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Editing Unity Shader Graph assets programmatically is fragile because the editor's internal APIs are undocumented and version-sensitive. This Skill provides a controlled interface for creating graphs, inspecting live structure, and making safe node, property, and keyword edits without guessing internal identifiers. ## Core Features & Use Cases - Graph Creation and Inspection: Create Shader Graph and Sub Graph assets from templates or blank fallbacks, then read live structure including real nodeId, slotId, edges, properties, and keywords. - Constrained Graph Editing: Add, move, connect, and disconnect whitelisted nodes, set defaults on unconnected input slots, and manage blackboard properties and keywords through validated operations. - Version-Safe Guardrails: Reflection-based access is pinned to com.unity.shadergraph 14.0.x (Unity 2022.3) with limited Unity 6 coverage, and destructive operations are restricted to explicit grant modes. - Use Case: A technical artist needs to automate creation of a toon shading graph across multiple projects. They list supported nodes, create the graph, add blackboard properties, wire nodes using live slot IDs, and re-read the structure after each edit to verify topology. ## Quick Start Ask the agent to create a new Shader Graph asset named ToonShading, list the supported nodes, and connect a color property to the base color slot.

Frequently Asked Questions about unity-shadergraph

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

FAQPage Schema
How do I create a Shader Graph asset programmatically in Unity?

Use shadergraph_create_graph with a package template or blank fallback, then call shadergraph_get_structure to read the live graph. On Unity 2022.3 with shadergraph 14.0.x, templates are not shipped, so creation falls back to a blank graph.

How do I connect nodes in a Unity Shader Graph?

Call shadergraph_get_structure first to obtain real nodeId and slotId values, then use shadergraph_connect_nodes with the output slot and input slot four-tuple. Never invent slot names or node IDs from memory.

Does this work with Unity 6 Shader Graph packages?

Unity 6 has limited coverage. Template directories may exist there, and some nodes like AppendVectorNode are Unity 6 only, while the shared validated node set is 28 nodes. Always confirm support with shadergraph_list_supported_nodes.

Why did a Shader Graph edit fail with a reflection error?

Reflection errors mean the installed shadergraph package changed internal types or MultiJson schema beyond the pinned 14.0.x contract. Do not retry with different arguments; report the version mismatch and stop until the registry is updated.

Can I delete nodes or properties from a Shader Graph automatically?

Removal operations carry Delete semantics and are auto-forbidden in Approval and Auto modes. They only run under Bypass mode or through a user-managed allowlist, preventing accidental destructive edits.

When should I use shadergraph skills instead of shader text skills?

Use this module for Shader Graph and Sub Graph assets (.shadergraph files). For hand-written HLSL text shaders, use the shader_* skill family instead, as this module only manipulates graph structures.