What problem does it solve? Manually authoring Shader Graph assets in Unity requires navigating the editor UI for every node, connection, and blackboard entry, which is slow and error-prone for agents or automated workflows. This Skill exposes programmatic creation, inspection, and constrained editing of Shader Graph and Sub Graph assets. ## Core Features & Use Cases - Graph Creation and Inspection: Create Shader Graphs from package templates or blank fallbacks, create Sub Graphs, and inspect live structure including nodeIds, slots, edges, properties, and keywords. - Constrained Node Editing: Add, move, connect, disconnect, and configure nodes against a version-pinned whitelist of supported node types and settings. - Blackboard Management: Add, update, list, and remove blackboard properties and keywords before binding them to PropertyNodes. - Use Case: Ask the agent to build a lit Shader Graph with a texture sample and color property; it reads the live structure, creates the blackboard property, adds whitelisted nodes, and wires connections using real nodeId and slotId values. ## Quick Start Create a new Shader Graph asset named WaterShader, add a color property to its blackboard, and connect a sample node chain using the live graph structure.