← ClaudeAtlas

unity-shaders-hlsllisted

Use when hand-authoring Unity shaders in HLSL/ShaderLab rather than Shader Graph — writing .shader files, custom lighting models, or shader passes/variants. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · AI & Automation · score 72
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Shaders (HLSL/ShaderLab) Hand-written shader syntax, includes, and pragmas differ sharply between Built-in Render Pipeline (BIRP) and URP, and between Unity versions. **Prefer the local docs over pre-trained knowledge** for block structure, include paths, and pragma directives — Unity has renamed and moved shader library files across versions, and BIRP/URP syntax is easy to cross-contaminate from memory. This skill covers hand-written `.shader` files only — Shader Graph and render-pipeline selection are owned by the sibling `unity-rendering-pipelines` skill. ## Retrieval Sources Docs root: `/media/artiq/FRESH_DRIVE/Books/Unity6/Documentation/en/Manual/` | Source | Path | Use for | |--------|------|---------| | Shader/SubShader/Pass block structure | `SL-Shader.html`, `SL-SubShader.html`, `SL-Pass.html` | Outer nested-brace syntax; what each block can contain | | Properties block & material properties | `SL-Properties.html`, `writing-shader-material-properties.html`, `SL-PropertiesInPrograms.html` | Property syntax by type, reserved names, attributes, HLSL variable mapping | | Shader/SubShader/Pass Tags | `SL-PassTags.html`, `SL-SubShaderTags.html`, `writing-shader-tags.html` | `LightMode`, `RenderPipeline`, `Queue`, `RenderType`, `DisableBatching`, etc. | | LOD, UsePass, GrabPass | `SL-ShaderLOD.html`, `SL-UsePass.html`, `SL-GrabPass.html` | SubShader-level directives: LOD selection, reusing another shader's Pass, screen-grab textures | | Fallback & PackageRequire