/shader
Manage HLSL/ShaderLab .shader files. 管理 HLSL/ShaderLab .shader 文件。
$ npx -y skills add Besty0728/Unity-Skills --skill shader --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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/shader
Context preview
The summary Claude sees to decide when to auto-load this skill.
Manage HLSL/ShaderLab .shader files. 管理 HLSL/ShaderLab .shader 文件。
SKILL.md
shader.SKILL.mdname: unity-shader
description: Manage HLSL/ShaderLab .shader files. 管理 HLSL/ShaderLab .shader 文件。
Triggers
- Creating or editing handwritten shaders
- Listing or finding .shader files
- Inspecting properties/keywords
- 创建或编辑手写 shader、列出/查找 .shader 文件、检查属性与关键字
Unity Shader Skills
Work with `.shader` HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the `shadergraph` module.
Operating Mode
- Query skills (`shader_read`, `shader_list`, `shader_find`, `shader_get_properties`, `shader_check_errors`, `shader_get_keywords`, `shader_get_variant_count`) are `SkillMode.SemiAuto` — they run in all three modes without grant.
- Mutating skills (`shader_create`, `shader_create_urp`, `shader_set_global_keyword`) are `SkillMode.FullAuto` — under **Approval** they need user grant (grant triggers one server-side execute returning the result); under **Auto** / **Bypass** they execute directly.
- `shader_delete` carries `SkillOperation.Delete` and is **auto-forbidden** in Approval / Auto modes (NeverInSemi). Only **Bypass** or the user-managed **Allowlist** can run it.
Guardrails
**DO NOT** (common hallucinations):
- `shader_set_property` does not exist → use `material_set_float`/`material_set_color`/etc. on the material, not the shader
- `shader_apply` / `shader_assign` do not exist → use `material_set_shader` to change a material's shader
- `shader_get_properties` returns shader **property definitions** (name/type/range), not current values → for material instance values use `material_get_properties`
- Shader names are case-sensitive and path-like: `"Standard"`, `"Universal Render Pipeline/Lit"`, not `"standard"` or `"URP Lit"`
**Routing**:
- For material property changes → use `material` module
- For shader keyword control → `material_set_keyword` (material module)
- For global shader keywords → `shader_set_global_keyword` (this module)
Skills Overview
| Skill | Description | |-------|-------------| | `shader_create` | Create shader file | | `shader_read` | Read shader source | | `shader_list` | List all shaders | | `shader_find` | Find shader by name | | `shader_delete` | Delete shader file | | `shader_get_properties` | Get shader properties | | `shader_check_errors` | Check shader for compilation errors | | `shader_get_keywords` | Get shader keyword list | | `shader_get_variant_count` | Get shader variant count for performance analysis | | `shader_create_urp` | Create a URP shader from template | | `shader_set_global_keyword` | Enable or disable a global shader keyword |
---
Skills
shader_create
Create a shader file. The `template` parameter is **raw shader source code** that gets written verbatim into the `.shader` file — it is **not** a preset name. If you pass `template="Standard"` the literal string `Standard` will be written to disk and the shader will fail to compile.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderName` | string | Yes | - | Shader name written into the `Shader "..."` declaration (e.g., "Custom/MyShader") | | `savePath` | string | Yes | - | Save path (e.g., "Assets/Shaders/My.shader") | | `template` | string | No | `null` | Full ShaderLab/HLSL source string. When omitted, a built-in **Unlit** template (`_MainTex` + `_Color`, single CGPROGRAM pass) is used. There are no other built-in presets. |
> For a URP Unlit / Lit preset, use **`shader_create_urp`** (`type: "Unlit" | "Lit"`) instead — it actually selects a template by name.
shader_read
Read shader source code.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderPath` | string | Yes | Shader asset path |
**Returns**: `{path, lines, content}`
shader_list
List all shaders in project.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `filter` | string | No | null | Name filter | | `limit` | int | No | 100 | Max results |
**Returns**: `{count, shaders: [{path, name, propertyCount}]}`
shader_find
Find a shader by name.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `searchName` | string | Yes | Shader name to find |
**Returns**: `{found, name, path}`
shader_delete
Delete a shader file.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderPath` | string | Yes | Shader asset path |
shader_get_properties
Get all properties defined in a shader.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderNameOrPath` | string | Yes | Shader name or shader asset path |
**Returns**: `{success, properties: [{name, type, description}]}`
`shader_check_errors`
Check shader for compilation errors.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, hasErrors, messageCount }`
`shader_get_keywords`
Get shader keyword list.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, keywordCount, keywords: [{ name, type }] }`
`shader_get_variant_count`
Get shader variant count for performance analysis.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, subshaderCount, totalPasses }
Read more
name: unity-shader description: Manage HLSL/ShaderLab .shader files. 管理 HLSL/ShaderLab .shader 文件。
Triggers
- Creating or editing handwritten shaders
- Listing or finding .shader files
- Inspecting properties/keywords
- 创建或编辑手写 shader、列出/查找 .shader 文件、检查属性与关键字
Unity Shader Skills
Work with `.shader` HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the `shadergraph` module.
Operating Mode
- Query skills (`shader_read`, `shader_list`, `shader_find`, `shader_get_properties`, `shader_check_errors`, `shader_get_keywords`, `shader_get_variant_count`) are `SkillMode.SemiAuto` — they run in all three modes without grant.
- Mutating skills (`shader_create`, `shader_create_urp`, `shader_set_global_keyword`) are `SkillMode.FullAuto` — under **Approval** they need user grant (grant triggers one server-side execute returning the result); under **Auto** / **Bypass** they execute directly.
- `shader_delete` carries `SkillOperation.Delete` and is **auto-forbidden** in Approval / Auto modes (NeverInSemi). Only **Bypass** or the user-managed **Allowlist** can run it.
Guardrails
**DO NOT** (common hallucinations):
- `shader_set_property` does not exist → use `material_set_float`/`material_set_color`/etc. on the material, not the shader
- `shader_apply` / `shader_assign` do not exist → use `material_set_shader` to change a material's shader
- `shader_get_properties` returns shader **property definitions** (name/type/range), not current values → for material instance values use `material_get_properties`
- Shader names are case-sensitive and path-like: `"Standard"`, `"Universal Render Pipeline/Lit"`, not `"standard"` or `"URP Lit"`
**Routing**:
- For material property changes → use `material` module
- For shader keyword control → `material_set_keyword` (material module)
- For global shader keywords → `shader_set_global_keyword` (this module)
Skills Overview
| Skill | Description | |-------|-------------| | `shader_create` | Create shader file | | `shader_read` | Read shader source | | `shader_list` | List all shaders | | `shader_find` | Find shader by name | | `shader_delete` | Delete shader file | | `shader_get_properties` | Get shader properties | | `shader_check_errors` | Check shader for compilation errors | | `shader_get_keywords` | Get shader keyword list | | `shader_get_variant_count` | Get shader variant count for performance analysis | | `shader_create_urp` | Create a URP shader from template | | `shader_set_global_keyword` | Enable or disable a global shader keyword |
---
Skills
shader_create
Create a shader file. The `template` parameter is **raw shader source code** that gets written verbatim into the `.shader` file — it is **not** a preset name. If you pass `template="Standard"` the literal string `Standard` will be written to disk and the shader will fail to compile.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderName` | string | Yes | - | Shader name written into the `Shader "..."` declaration (e.g., "Custom/MyShader") | | `savePath` | string | Yes | - | Save path (e.g., "Assets/Shaders/My.shader") | | `template` | string | No | `null` | Full ShaderLab/HLSL source string. When omitted, a built-in **Unlit** template (`_MainTex` + `_Color`, single CGPROGRAM pass) is used. There are no other built-in presets. |
> For a URP Unlit / Lit preset, use **`shader_create_urp`** (`type: "Unlit" | "Lit"`) instead — it actually selects a template by name.
shader_read
Read shader source code.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderPath` | string | Yes | Shader asset path |
**Returns**: `{path, lines, content}`
shader_list
List all shaders in project.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `filter` | string | No | null | Name filter | | `limit` | int | No | 100 | Max results |
**Returns**: `{count, shaders: [{path, name, propertyCount}]}`
shader_find
Find a shader by name.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `searchName` | string | Yes | Shader name to find |
**Returns**: `{found, name, path}`
shader_delete
Delete a shader file.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderPath` | string | Yes | Shader asset path |
shader_get_properties
Get all properties defined in a shader.
| Parameter | Type | Required | Description | |-----------|------|----------|-------------| | `shaderNameOrPath` | string | Yes | Shader name or shader asset path |
**Returns**: `{success, properties: [{name, type, description}]}`
`shader_check_errors`
Check shader for compilation errors.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, hasErrors, messageCount }`
`shader_get_keywords`
Get shader keyword list.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, keywordCount, keywords: [{ name, type }] }`
`shader_get_variant_count`
Get shader variant count for performance analysis.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | `shaderNameOrPath` | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
**Returns:** `{ shaderName, subshaderCount, totalPasses }
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