mcpbeat

Unity Shader

besty0728/unity-shader

Manage HLSL/ShaderLab .shader files — create, read, list, find, delete, and inspect shader properties/keywords. Use when creating or editing handwritten shaders, listing or finding .shader files, or inspecting their properties and keywords, even if the user just says "写个shader" or "着色器文件". 管理 HLSL/ShaderLab .shader 文件(创建、读取、列出、查找、删除、检查 shader 属性/关键字);当用户要创建或编辑手写 shader、列出或查找 .shader 文件、或检查其属性与关键字时使用。

2k tokens
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the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-shader

The instruction itself

19 sections, as written by the author

Unity Shader Skills

Work with .shader HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the shadergraph module.

Operating Mode

  • Query skills (shader_read, shader_list, shader_find, shader_get_properties, shader_check_errors, shader_get_keywords, shader_get_variant_count) are SkillMode.SemiAuto — they run in all three modes without grant.
  • Mutating skills (shader_create, shader_create_urp, shader_set_global_keyword) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • shader_delete carries SkillOperation.Delete and is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.

Guardrails

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

| 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. The template parameter is raw shader source code that gets written verbatim into the .shader file — it is not a preset name. If you pass template="Standard" the literal string Standard will be written to disk and the shader will fail to compile.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| shaderName | string | Yes | - | Shader name written into the Shader "..." declaration (e.g., "Custom/MyShader") |

| savePath | string | Yes | - | Save path (e.g., "Assets/Shaders/My.shader") |

| template | string | No | null | Full ShaderLab/HLSL source string. When omitted, a built-in Unlit template (_MainTex + _Color, single CGPROGRAM pass) is used. There are no other built-in presets. |

> For a URP Unlit / Lit preset, use shader_create_urp (type: "Unlit" | "Lit") instead — it actually selects a template by name.

shader_read

Read shader source code.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| shaderPath | string | Yes | Shader asset path |

Returns: {path, lines, 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: {count, shaders: [{path, name, propertyCount}]}

shader_find

Find a shader by name.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| searchName | string | Yes | Shader name to find |

Returns: {found, name, path}

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

import unity_skills

# Create an unlit shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyUnlit",
    savePath="Assets/Shaders/MyUnlit.shader",
    template="Unlit"
)

# Create a surface shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyPBR",
    savePath="Assets/Shaders/MyPBR.shader",
    template="Standard"
)

# Read shader source
source = unity_skills.call_skill("shader_read",
    shaderPath="Assets/Shaders/MyUnlit.shader"
)
print(source['content'])

# List all custom shaders
shaders = unity_skills.call_skill("shader_list", filter="Custom")
for shader in shaders['shaders']:
    print(f"{shader['name']}: {shader['path']}")

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

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-shader from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.