unity-shaders-urplisted
Install: claude install-skill TheArcForge/hades-plugin
# 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("*.