unity-shader

Installation
SKILL.md

Unity Shader Skills

Work with shaders - create shader files, read source code, and list available shaders.

Guardrails

Mode: Full-Auto required

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 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

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

  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

Exact Signatures

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

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First Seen
Mar 14, 2026
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