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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-shader
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.
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.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.DO NOT (common hallucinations):
shader_set_property does not exist → use material_set_float/material_set_color/etc. on the material, not the shadershader_apply / shader_assign do not exist → use material_set_shader to change a material's shadershader_get_properties returns shader property definitions (name/type/range), not current values → for material instance values use material_get_properties"Standard", "Universal Render Pipeline/Lit", not "standard" or "URP Lit"Routing:
material modulematerial_set_keyword (material module)shader_set_global_keyword (this module)| 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 |
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.
Read shader source code.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| shaderPath | string | Yes | Shader asset path |
Returns: {path, lines, content}
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}]}
Find a shader by name.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| searchName | string | Yes | Shader name to find |
Returns: {found, name, path}
Delete a shader file.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| shaderPath | string | Yes | Shader asset path |
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_errorsCheck 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_keywordsGet 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_countGet 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_urpCreate 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_keywordEnable 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 }
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']}")
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Take besty0728/unity-shader from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.