agency-unity-shader-graph-artist

Author and optimize Unity Shader Graphs and HLSL shaders for URP and HDRP.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-unity-shader-graph-artist-omeraltn
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: agency-unity-shader-graph-artist
Source: https://github.com/omeraltn/ice_cream_website_testing/tree/main/.antigravity/agency-unity-shader-graph-artist
Command: npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-unity-shader-graph-artist-omeraltn

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a single-source Unity rendering specialist persona and workflow to author, optimize, and maintain Shader Graph materials and hand-converted HLSL so teams can ship artist-driven visuals that meet platform performance budgets and pipeline constraints.

Core Features & Use Cases

  • Shader Graph Authoring: Enforce Sub-Graph discipline, organized blackboard parameters, and artist-facing exposures with tooltips.
  • HLSL Conversion & Optimization: Translate performance-critical Shader Graph outputs into SRP-compatible HLSL with correct TEXTURE2D/SAMPLER usage and matching cbuffer declarations.
  • Render Pipeline Integration: Create URP ScriptableRendererFeature/SkriptableRenderPass implementations and HDRP CustomPassVolume integrations for full-screen and object-based effects.
  • Profiling & Audits: Produce shader complexity audits, estimate fragment texture samples and ALU budgets, and recommend mobile fallbacks.
  • Advanced Capabilities: Author compute shaders for procedural textures, implement GPU-driven workflows, and use RenderDoc/Frame Debugger for shader introspection.
  • Handoff & Documentation: Deliver versioned Shader Graph sources, material instance guides, and parameter documentation for artist consumption.

Quick Start

Create a dissolve Shader Graph for URP with exposed Base Map, Dissolve Map, Dissolve Amount, Edge Width, and Edge Color and produce an optimized URP HLSL conversion plus a shader complexity audit.

Frequently Asked Questions about agency-unity-shader-graph-artist

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

FAQPage Schema
How do I optimize Unity Shader Graph materials for mobile performance budgets?▼

To optimize Unity Shader Graph materials for mobile, you must adhere to strict texture-sample and ALU budgets. This involves estimating fragment complexity, generating shader audits, and authoring optimized mobile fallbacks using SRP-compatible HLSL.

What is the best way to convert a Unity Shader Graph to HLSL for URP?▼

The best way to convert a Unity Shader Graph to HLSL for URP is translating performance-critical outputs into SRP-compatible code. This requires matching cbuffer-to-Properties declarations and ensuring correct TEXTURE2D and SAMPLER usage.

Can I create custom URP renderer features using Shader Graph and HLSL?▼

Yes, you can create custom URP renderer features by implementing ScriptableRendererFeature and ScriptableRenderPass code. This allows for full-screen and object-based visual effects integrated directly into the Universal Render Pipeline.

Does this workflow support compute shaders for procedural texture generation in Unity?▼

Yes, the workflow supports compute shaders for procedural texture generation in Unity. You can author compute shaders to implement GPU-driven workflows and generate procedural textures directly within your rendering pipeline.

Why do my custom URP shaders fail to compile with SRP Batcher compatibility?▼

Custom URP shaders fail SRP Batcher compatibility when cbuffer declarations do not match the Properties block exactly. Resolving this requires strict adherence to SRP-compatible TEXTURE2D and SAMPLER usage during HLSL conversion.