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.