assembly-definitions
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
ShaderGraph — custom function nodes, sub-graphs, keyword-driven variants, master stack outputs, common patterns for URP effects.
$ npx -y skills add XeldarAlz/everything-claude-unity --skill shader-graph --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/shader-graphContext preview
The summary Claude sees to decide when to auto-load this skill.
ShaderGraph — custom function nodes, sub-graphs, keyword-driven variants, master stack outputs, common patterns for URP effects.
name: shader-graph description: "ShaderGraph — custom function nodes, sub-graphs, keyword-driven variants, master stack outputs, common patterns for URP effects." globs: ["**/*.shadergraph", "**/*.shadersubgraph"]
ShaderGraph is Unity's visual shader editor. Node-based, works with URP and HDRP. Generates HLSL shader code from the graph.
// In Custom Function node, Type: String
void MyFunction_float(float3 In, out float3 Out)
{
Out = In * 2.0;
}Create `.hlsl` file in project:
// Assets/Shaders/MyFunctions.hlsl
void TriplanarMapping_float(
float3 Position, float3 Normal, float Sharpness,
UnityTexture2D Tex, UnitySamplerState Sampler,
out float4 Color)
{
float3 blend = pow(abs(Normal), Sharpness);
blend /= dot(blend, 1.0);
float4 xProj = SAMPLE_TEXTURE2D(Tex, Sampler, Position.yz);
float4 yProj = SAMPLE_TEXTURE2D(Tex, Sampler, Position.xz);
float4 zProj = SAMPLE_TEXTURE2D(Tex, Sampler, Position.xy);
Color = xProj * blend.x + yProj * blend.y + zProj * blend.z;
}Reference in Custom Function node: Source = Asset, File = MyFunctions.hlsl
Keep total variant count **under 1000** per shader.
1. Sample noise texture (Gradient Noise or texture) 2. Compare noise value to "Dissolve Amount" property (Step or SmoothStep) 3. Multiply with Alpha output 4. Add emission at dissolve edge (edge = small range above threshold)
1. Fresnel Effect node (View Direction, Normal) 2. Multiply by color 3. Add to Emission
1. Time node → Multiply by scroll speed 2. Add to UV coordinates 3. Sample texture with modified UVs
1. Object Position + Time → noise function 2. Multiply by displacement amount 3. Add to Vertex Position output
Two-pass: Pass 1 = normal render, Pass 2 = vertex-expanded back faces with solid color. (Requires custom Renderer Feature in URP or ShaderGraph with two materials.)
Reusable node groups. Create for common operations:
The ultimate Claude Code toolkit for Unity game development. A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all
Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization.
Structured commit trailers — adds Constraint, Rejected, Scope-risk, and Not-tested metadata to commit messages. Captures architectural decisions and known gaps…
Ambiguity gating — detects vague feature requests and forces structured requirements gathering with scoring across scope, platform, performance, integration,…
Event system patterns — C# events, UnityEvent, SO event channels, static EventBus. When to use each, zero-allocation patterns, memory leak prevention.
Configures Claude Code's statusline to display Unity workflow state — current phase, active agent, files modified, and session duration.
Post-debugging knowledge extraction — captures non-obvious, codebase-specific learnings that pass quality gates. Invoke after resolving tricky bugs or…