unity-shader
Skill7 starsChanged 7 months agoMITView on GitHub
Use when users want to create or inspect shaders.
In this repository34 other files it gives its agents.
- unity-mcp-skillsSkill
- unity-animatorSkill
- unity-assetSkill
- unity-cameraSkill
- unity-cinemachineSkill
- unity-cleanerSkill
- unity-componentSkill
- unity-consoleSkill
- unity-editorSkill
- unity-eventSkill
- unity-gameobjectSkill
- unity-importerSkill
- unity-lightSkill
- unity-materialSkill
- unity-navmeshSkill
- unity-optimizationSkill
- unity-packageSkill
- unity-perceptionSkill
- unity-physicsSkill
- unity-prefabSkill
- unity-probuilderSkill
- unity-projectSkill
- unity-sceneSkill
- unity-scriptableobjectSkill
- unity-scriptSkill
- unity-smartSkill
- unity-terrainSkill
- unity-testSkill
- unity-timelineSkill
- unity-toolingSkill
- unity-uiSkill
- unity-uitoolkitSkill
- unity-validationSkill
- unity-xrSkill
The file
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 9 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈9
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 47
Create a shader file from template.
- Distinctive: line 63
Read shader source code.
- Distinctive: line 91
Delete a shader file.
- Distinctive: line 107
Check shader for compilation errors.
- Distinctive: line 134
Create a URP shader from template (type: Unlit or Lit).
- Distinctive: line 164
Use consistent shader naming (Category/Name)
- Distinctive: line 166
Start with templates, modify as needed
- Distinctive: line 167
Test shaders in different lighting conditions
- Distinctive: line 168
Consider mobile compatibility for builds
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Unity Shader Skills
Overview
Work with shaders - create shader files, read source code, and list available shaders.
Common Mistakes
DO NOT (common hallucinations):
shader_set_propertydoes not exist → usematerial_set_float/material_set_color/etc. on the material, not the shadershader_apply/shader_assigndo not exist → usematerial_set_shaderto change a material's shadershader_get_propertiesreturns shader property definitions (name/type/range), not current values → for material instance values usematerial_get_properties- Shader names are case-sensitive and path-like:
"Standard","Universal Render Pipeline/Lit", not"standard"or"URP Lit"
Routing:
- For material property changes → use
materialmodule - For shader keyword control →
material_set_keyword(material module) - For global shader keywords →
shader_set_global_keyword(this module)
Skills Overview
| Skill | Description |
shader_create | Create shader file |
shader_read | Read shader source |
shader_list | List all shaders |
shader_find | Find shader by name |
shader_delete | Delete shader file |
shader_get_properties | Get shader properties |
shader_check_errors | Check shader for compilation errors |
shader_get_keywords | Get shader keyword list |
shader_get_variant_count | Get shader variant count for performance analysis |
shader_create_urp | Create a URP shader from template |
shader_set_global_keyword | Enable or disable a global shader keyword |
Skills
shader_create
Create a shader file from template.
| Parameter | Type | Required | Default | Description |
shaderName | string | Yes | - | Shader name (e.g., "Custom/MyShader") |
savePath | string | Yes | - | Save path |
template | string | No | "Unlit" | Template type |
Templates:
| Template | Description |
Unlit | Basic unlit shader |
Standard | PBR surface shader |
Transparent | Alpha blended |
shader_read
Read shader source code.
| Parameter | Type | Required | Description |
shaderPath | string | Yes | Shader asset path |
Returns: {success, path, content}
shader_list
List all shaders in project.
| Parameter | Type | Required | Default | Description |
filter | string | No | null | Name filter |
limit | int | No | 100 | Max results |
Returns: {success, count, shaders: [{name, path}]}
shader_find
Find a shader by name.
| Parameter | Type | Required | Description |
searchName | string | Yes | Shader name to find |
Returns: {success, name, path, propertyCount}
shader_delete
Delete a shader file.
| Parameter | Type | Required | Description |
shaderPath | string | Yes | Shader asset path |
shader_get_properties
Get all properties defined in a shader.
| Parameter | Type | Required | Description |
shaderNameOrPath | string | Yes | Shader name or shader asset path |
Returns: {success, properties: [{name, type, description}]}
shader_check_errors
Check shader for compilation errors.
| Parameter | Type | Required | Default | Description |
shaderNameOrPath | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
Returns: { shaderName, hasErrors, messageCount }
shader_get_keywords
Get shader keyword list.
| Parameter | Type | Required | Default | Description |
shaderNameOrPath | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
Returns: { shaderName, keywordCount, keywords: [{ name, type }] }
shader_get_variant_count
Get shader variant count for performance analysis.
| Parameter | Type | Required | Default | Description |
shaderNameOrPath | string | Yes | - | Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader") |
Returns: { shaderName, subshaderCount, totalPasses }
shader_create_urp
Create a URP shader from template (type: Unlit or Lit).
| Parameter | Type | Required | Default | Description |
shaderName | string | Yes | - | Shader name (e.g., "Custom/MyURPShader") |
savePath | string | Yes | - | Save path (e.g., "Assets/Shaders/MyURP.shader") |
type | string | No | "Unlit" | Template type: "Unlit" or "Lit" |
Returns: { success, shaderName, path, type }
shader_set_global_keyword
Enable or disable a global shader keyword.
| Parameter | Type | Required | Default | Description |
keyword | string | Yes | - | Global shader keyword name |
enabled | bool | Yes | - | true to enable, false to disable |
Returns: { success, keyword, enabled }
Example Usage
See ../../recipes/shader/<command>.md for C# templates.
Recipe path rule: ../../recipes/shader/<command>.md
Best Practices
- Use consistent shader naming (Category/Name)
- Organize shaders in dedicated folder
- Start with templates, modify as needed
- Test shaders in different lighting conditions
- Consider mobile compatibility for builds
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

