Individual skill

scenario-unity-shaders

Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.

skills/game-engines/unity/scenario-unity-shaders/SKILL.md

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Nov 9, 2026

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Nov 9, 2026
License
MIT

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# 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`](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
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