besty0728/unity-shadergraph-design
Source-anchored Shader Graph design rules for Unity 2022.3 — graph structure, node subset, SubGraph boundaries, master stack, blackboard/keywords, recipes, and review. Use when building or reviewing Shader Graphs, structuring node chains or SubGraphs, laying out blackboard/keywords, or following URP/HDRP graph recipes, even if the user just says "连个shader graph" or "着色器节点". 为 Unity 2022.3 的 Shader Graph 提供源码锚定的设计规则(图结构、节点子集、SubGraph 边界、主节点堆栈、黑板/关键字、配方、审查);当用户要构建或审查 Shader Graph、组织节点链或 SubGraph、布置黑板/关键字、或参考 URP/HDRP 图配方时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-shadergraph-design
Advisory module. Read this before giving Shader Graph guidance. The goal is to keep recommendations anchored to actual package/source behavior, not stale model memory.
> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Validated against:
E:/CodeSpace/temp/shadergraph/[email protected]E:/CodeSpace/temp/Graphics/Packages/com.unity.shadergraphCore anchors:
Editor/Data/Graphs/GraphData.csEditor/Data/Nodes/AbstractMaterialNode.csEditor/Data/Interfaces/Graph/SlotReference.csEditor/Data/Nodes/...Load before:
shadergraph_* node editing skillsshadergraph_list_supported_nodesshadergraph_get_structure is the fact source for current node ids, slot ids, and live topologyAppendVectorNode is currently Unity 6 only in live validation| Sub-doc | Read when |
|--------|-----------|
| VERSIONS.md | You need version differences or portability rules |
| NODES.md | You need the supported node subset and editable fields |
| RECIPES.md | You need patterns that the current skill subset can actually build |
| PITFALLS.md | You are reviewing a graph or suspect bad advice / hidden costs |
| REVIEW.md | You want a checklist for judging a Shader Graph plan |
nodeId and slotId.PropertyNode, create or verify the blackboard property first; the node binds a real property object, not just a string.When in doubt, cite the relevant source path or ask the runtime graph for structure first.
Take besty0728/unity-shadergraph-design 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.