scenario-unity-shaders
Unity shaders (technical artist, shading)
Expert shading in Unity 6.3 is a shader you can prove: it compiles for the target graphics API,
every pass agrees, its variants are counted after stripping, its first use is shown warm, its cost
is measured in GPU milliseconds, and its look is checked in a capture with numbers. An agent without
a mouse gets there through text: hand-written URP HLSL is the primary route, Shader Graph is used
through existing graphs driven by exposed properties plus agent-owned .hlsl behind Custom Function
nodes, and new graph wiring is a GUI step (references/gui-paths.md).
Target: 6000.3.21f1, URP 17.3, Shader Graph 17.3, Metal on Apple Silicon. If a sibling skill named
here is missing from your available skills, load it with skill_get (Scenario MCP) or ask the user
to install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool
schemas and flag the gap.
REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps). Its toolkit
(ut_env, ut_run, ut_review, AgentKit) is imported, never copied.
Status (2026-09-24, after the blind-grade refactor): every procedure ran in Unity 6000.3.21f1
here: tests/code/unity-shaders/run_all.sh --live (73 live checks including a development-player
PSO proof, 32 offline checks, all passing; evidence in archive/tests/unity-shaders/).