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batihandevbatihandev/unity-mcp-skills/skills/shader/SKILL.md

unity-shader

Skill7 starsChanged 7 months agoMITView on GitHub

Use when users want to create or inspect shaders.

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
  1. Distinctive:

    Create a shader file from template.

    line 47
  2. Distinctive:

    Read shader source code.

    line 63
  3. Distinctive:

    Delete a shader file.

    line 91
  4. Distinctive:

    Check shader for compilation errors.

    line 107
  5. Distinctive:

    Create a URP shader from template (type: Unlit or Lit).

    line 134
  6. Distinctive:

    Use consistent shader naming (Category/Name)

    line 164
  7. Distinctive:

    Start with templates, modify as needed

    line 166
  8. Distinctive:

    Test shaders in different lighting conditions

    line 167
  9. Distinctive:

    Consider mobile compatibility for builds

    line 168

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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_property does not exist → use material_set_float/material_set_color/etc. on the material, not the shader
  • shader_apply / shader_assign do not exist → use material_set_shader to change a material's shader
  • shader_get_properties returns shader property definitions (name/type/range), not current values → for material instance values use material_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 material module
  • For shader keyword control → material_set_keyword (material module)
  • For global shader keywords → shader_set_global_keyword (this module)

Skills Overview

SkillDescription
shader_createCreate shader file
shader_readRead shader source
shader_listList all shaders
shader_findFind shader by name
shader_deleteDelete shader file
shader_get_propertiesGet shader properties
shader_check_errorsCheck shader for compilation errors
shader_get_keywordsGet shader keyword list
shader_get_variant_countGet shader variant count for performance analysis
shader_create_urpCreate a URP shader from template
shader_set_global_keywordEnable or disable a global shader keyword

Skills

shader_create

Create a shader file from template.

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name (e.g., "Custom/MyShader")
savePathstringYes-Save path
templatestringNo"Unlit"Template type

Templates:

TemplateDescription
UnlitBasic unlit shader
StandardPBR surface shader
TransparentAlpha blended

shader_read

Read shader source code.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

Returns: {success, path, content}

shader_list

List all shaders in project.

ParameterTypeRequiredDefaultDescription
filterstringNonullName filter
limitintNo100Max results

Returns: {success, count, shaders: [{name, path}]}

shader_find

Find a shader by name.

ParameterTypeRequiredDescription
searchNamestringYesShader name to find

Returns: {success, name, path, propertyCount}

shader_delete

Delete a shader file.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

shader_get_properties

Get all properties defined in a shader.

ParameterTypeRequiredDescription
shaderNameOrPathstringYesShader name or shader asset path

Returns: {success, properties: [{name, type, description}]}

shader_check_errors

Check shader for compilation errors.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-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.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-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.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-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).

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name (e.g., "Custom/MyURPShader")
savePathstringYes-Save path (e.g., "Assets/Shaders/MyURP.shader")
typestringNo"Unlit"Template type: "Unlit" or "Lit"

Returns: { success, shaderName, path, type }

shader_set_global_keyword

Enable or disable a global shader keyword.

ParameterTypeRequiredDefaultDescription
keywordstringYes-Global shader keyword name
enabledboolYes-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

  1. Use consistent shader naming (Category/Name)
  2. Organize shaders in dedicated folder
  3. Start with templates, modify as needed
  4. Test shaders in different lighting conditions
  5. Consider mobile compatibility for builds

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