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unity-shaders-urplisted

Use when working with URP rendering — Shader Graph patterns, custom render features, URP-specific post-processing, material setup, and URP shader optimization.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity Shaders — URP Guidance for Universal Render Pipeline rendering work: when to use Shader Graph versus hand-written HLSL, how to author custom Render Features, how to handle per-instance variation without breaking GPU instancing, and how to keep shader complexity within mobile budgets. ## When to Apply Activate when the conversation involves: - Creating or editing `.shadergraph` assets targeting URP - Writing custom HLSL shader passes for URP (Lit, Unlit, Sprite) - Implementing a `ScriptableRendererFeature` or `ScriptableRenderPass` - Setting up URP post-processing via Volume overrides or custom Blit passes - Per-instance material variation with `MaterialPropertyBlock` - Diagnosing URP-specific shader compilation errors or missing keywords - Optimizing shader complexity for mobile or low-end hardware - Migrating Built-in shaders to URP equivalents Do NOT activate for HDRP questions — redirect to `hades:unity-shaders-hdrp`. Do NOT activate for VFX Graph particle shaders — redirect to `hades:unity-vfx`. ## Project Context Check Before making recommendations: 1. **Confirm the render pipeline:** - Call `project_settings(section: "renderPipeline")` — CRITICAL first step. If the result indicates HDRP, stop and redirect to `hades:unity-shaders-hdrp`. If Built-in, warn the user and note the migration path. - Confirm the `UniversalRenderPipelineAsset` is assigned in Project Settings > Graphics. 2. **Understand existing shader assets:** - Call `search_by_name("*.