What problem does it solve? Editing Unity Shader Graph assets programmatically is fragile because the ShaderGraph package exposes internal editor APIs that change between versions. This Skill provides a controlled, whitelist-based interface for creating graphs, inspecting their structure, and making safe node and blackboard edits without guessing internal type layouts. ## Core Features & Use Cases - Graph Creation and Inspection: Create Shader Graph and Sub Graph assets from templates or blank fallbacks, then inspect live structure including nodeIds, slots, edges, properties, and keywords. - Constrained Node Editing: Add, move, connect, disconnect, and configure nodes using a version-pinned whitelist of supported node types and settings. - Blackboard Management: Add, update, list, and remove blackboard properties and keywords that drive graph behavior. - Use Case: A technical artist asks the AI to build a toon-shading graph: the Skill creates the graph, adds a property for base color, adds multiply and fresnel nodes from the supported whitelist, connects them via live slot IDs, and reimports the asset. ## Quick Start Create a new Shader Graph asset named ToonShading, add a Color property, and connect a Multiply node to the fragment output.