unity-shadergraph-design

Enforce cross-version Shader Graph design rules for Unity 2022.3 and Unity 6.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-shadergraph-design-dycuong03
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-shadergraph-design
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-skills/skills/shadergraph-design
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-shadergraph-design-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents unreliable Shader Graph advice by anchoring recommendations to the actual Unity ShaderGraph editor behavior and a validated, cross-version node subset.

Core Features & Use Cases

  • Cross-version safe design rules: Keeps guidance consistent between Unity 2022.3 (ShaderGraph 14) and Unity 6 current Graphics.
  • Node whitelist and editable-field constraints: Ensures recommendations stay within what the current skills can actually edit, including which node settings are writable.
  • Source-anchored review discipline: Encourages using live structure (nodeId/slotId) rather than guessing, and uses pitfalls/checklists to reject bad plans.
  • Practical recipes: Provides limited, reliable node-chain patterns (e.g., base texture sampling, normal decode, masked lerp) that match the supported subset.

Quick Start

Load the unity-shadergraph-design Skill before proposing a Shader Graph node chain or editing plan for a material so your guidance stays within the validated subset and uses nodeId/slotId from shadergraph_get_structure.

Frequently Asked Questions about unity-shadergraph-design

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

FAQPage Schema
How do I design Shader Graphs that work safely across Unity 2022.3 and Unity 6?▼

To design Shader Graphs safely across Unity 2022.3 and Unity 6, apply source-anchored design rules that enforce a cross-version editable node whitelist and structure-driven nodeId/slotId usage. This ensures node chains remain portable.

What are the limitations when editing Master Stack and Target settings in Shader Graph?▼

Editing Master Stack and Target settings in Shader Graph has strict limitations, rejecting unsafe structure mutation claims and unsupported node types to keep recommendations within the validated cross-version subset.

How do I review a Shader Graph node chain using structure-driven IDs?▼

Review a Shader Graph node chain by anchoring to live structure using nodeId and slotId from shadergraph_get_structure, applying pitfall checklists to reject unsupported node types and unsafe editing plans.

Can I use any node type when creating a SubGraph boundary in Unity Shader Graph?▼

No, creating SubGraph boundaries requires using an enforced cross-version editable node whitelist, ensuring node chains and blackboard property layouts remain consistent with actual editor and runtime behavior.

What are some reliable Shader Graph node-chain patterns for base texture sampling?▼

Reliable Shader Graph node-chain patterns for base texture sampling, normal decode, and masked lerp are provided as practical recipes that match the supported cross-version subset for Unity 2022.3 and Unity 6.

Why does my Shader Graph advice fail when switching between Unity ShaderGraph 14 and Unity 6?▼

Shader Graph advice fails between ShaderGraph 14 and Unity 6 when recommendations are not anchored to actual editor behavior, requiring a cross-version node whitelist and editable-field constraints to prevent unsafe structure mutation.