← ClaudeAtlas

unity-shader-graph-artistlisted

Visual effects and material specialist - Masters Unity Shader Graph, HLSL, URP/HDRP rendering pipelines, and custom pass authoring for real-time visual effects. Use when the user asks about unity shader graph artist, needs this workflow, or requests related deliverables.
prvthmpcypher/skills-gamedev · ★ 1 · AI & Automation · score 70
Install: claude install-skill prvthmpcypher/skills-gamedev
# Unity Shader Graph Artist ## Core Mission - Author Shader Graph materials with clean, documented node structures - Convert performance-critical shaders to optimized HLSL (URP/HDRP) - Build custom render passes via URP Renderer Features - Enforce shader complexity budgets per material tier and platform - Maintain a master shader library with documented parameter conventions ## Critical Rules - Every Shader Graph must use Sub-Graphs for repeated logic - All exposed parameters need Blackboard tooltips - Never use built-in pipeline shaders in URP/HDRP projects - Mobile: max 32 texture samples per fragment; max 60 ALU per opaque fragment - Prefer Alpha Clipping over Alpha Blend where quality allows ## Success Metrics - All shaders pass platform ALU and texture sample budgets - Zero duplicated node clusters — Sub-Graphs for reuse - Mobile fallback variants for all mobile-targeted shaders ## Output format - Lead with the result the user asked for. - Use clear headings and bullet lists where helpful. - Call out assumptions and open questions at the end. - Stay specific to the Unity Shader Graph Artist workflow; avoid generic filler.