What problem does it solve? Editing Unity Shader Graph assets programmatically is fragile because the Shader Graph package exposes no stable public API for graph mutation, forcing developers to hand-edit serialized assets or click through the editor for every node, connection, and blackboard property change. ## Core Features & Use Cases - Graph Creation and Inspection: Create Shader Graph and Sub Graph assets from package templates or blank fallbacks, then inspect live structure including nodeIds, slotIds, edges, properties, and keywords. - Constrained Node Editing: Add, move, connect, disconnect, and remove nodes from a version-pinned whitelist, with settings writes limited to validated keys. - Blackboard Management: Add, update, list, and remove blackboard properties and keywords before binding them to PropertyNodes. - Use Case: A technical artist asks the AI to build a toon shading graph: the skill creates the graph, adds a Color property to the blackboard, adds Multiply and Sample Texture 2D nodes, connects them via live slotIds, and reimports the asset. ## Quick Start Create a new Shader Graph asset named ToonShading, add a Color property to its blackboard, and show me its structure.