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Unity Shader

CommunityPopular
Besty0728
unity-shader

Manage HLSL/ShaderLab .shader files

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-shader
Stars
1.9K
Forks
176
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Shader AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/shader
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Shader in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Shader on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Shader is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Creating or editing handwritten shaders
  • Listing or finding .shader files
  • Inspecting properties/keywords
  • 创建或编辑手写 shader、列出/查找 .shader 文件、检查属性与关键字

Unity Shader Skills

Work with .shader HLSL/ShaderLab files (create from templates, read source, list, find, get keywords/properties/variants, check errors, delete, toggle global keywords). For node-based ShaderGraph use the shadergraph module.

Operating Mode

  • Query skills (shader_read, shader_list, shader_find, shader_get_properties, shader_check_errors, shader_get_keywords, shader_get_variant_count) are SkillMode.SemiAuto — they run in all three modes without grant.
  • Mutating skills (shader_create, shader_create_urp, shader_set_global_keyword) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • shader_delete carries SkillOperation.Delete and is auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run it.

Guardrails

DO NOT (common hallucinations):

  • shader_set_property does not exist → use material_set_float/material_set_color/etc. on the material, not the shader
  • shader_apply / shader_assign do not exist → use material_set_shader to change a material's shader
  • shader_get_properties returns shader property definitions (name/type/range), not current values → for material instance values use material_get_properties
  • Shader names are case-sensitive and path-like: "Standard", "Universal Render Pipeline/Lit", not "standard" or "URP Lit"

Routing:

  • For material property changes → use material module
  • For shader keyword control → material_set_keyword (material module)
  • For global shader keywords → shader_set_global_keyword (this module)

Skills Overview

SkillDescription
shader_createCreate shader file
shader_readRead shader source
shader_listList all shaders
shader_findFind shader by name
shader_deleteDelete shader file
shader_get_propertiesGet shader properties
shader_check_errorsCheck shader for compilation errors
shader_get_keywordsGet shader keyword list
shader_get_variant_countGet shader variant count for performance analysis
shader_create_urpCreate a URP shader from template
shader_set_global_keywordEnable or disable a global shader keyword

Skills

shader_create

Create a shader file. The template parameter is raw shader source code that gets written verbatim into the .shader file — it is not a preset name. If you pass template="Standard" the literal string Standard will be written to disk and the shader will fail to compile.

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name written into the Shader "..." declaration (e.g., "Custom/MyShader")
savePathstringYes-Save path (e.g., "Assets/Shaders/My.shader")
templatestringNonullFull ShaderLab/HLSL source string. When omitted, a built-in Unlit template (_MainTex + _Color, single CGPROGRAM pass) is used. There are no other built-in presets.

For a URP Unlit / Lit preset, use shader_create_urp (type: "Unlit" | "Lit") instead — it actually selects a template by name.

shader_read

Read shader source code.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

Returns: {path, lines, content}

shader_list

List all shaders in project.

ParameterTypeRequiredDefaultDescription
filterstringNonullName filter
limitintNo100Max results

Returns: {count, shaders: [{path, name, propertyCount}]}

shader_find

Find a shader by name.

ParameterTypeRequiredDescription
searchNamestringYesShader name to find

Returns: {found, name, path}

shader_delete

Delete a shader file.

ParameterTypeRequiredDescription
shaderPathstringYesShader asset path

shader_get_properties

Get all properties defined in a shader.

ParameterTypeRequiredDescription
shaderNameOrPathstringYesShader name or shader asset path

Returns: {success, shaderName, propertyCount, properties: [{name, type, description}]}

shader_check_errors

Check shader for compilation errors.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, hasErrors, messageCount }

shader_get_keywords

Get shader keyword list.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, keywordCount, keywords: [{ name, type }] }

shader_get_variant_count

Get shader variant count for performance analysis.

ParameterTypeRequiredDefaultDescription
shaderNameOrPathstringYes-Shader name or asset path (e.g., "Custom/MyShader" or "Assets/Shaders/My.shader")

Returns: { shaderName, subshaderCount, totalPasses }

shader_create_urp

Create a URP shader from template (type: Unlit or Lit).

ParameterTypeRequiredDefaultDescription
shaderNamestringYes-Shader name (e.g., "Custom/MyURPShader")
savePathstringYes-Save path (e.g., "Assets/Shaders/MyURP.shader")
typestringNo"Unlit"Template type: "Unlit" or "Lit"

Returns: { success, shaderName, path, type }

shader_set_global_keyword

Enable or disable a global shader keyword.

ParameterTypeRequiredDefaultDescription
keywordstringYes-Global shader keyword name
enabledboolYes-true to enable, false to disable

Returns: { success, keyword, enabled }


Example Usage

python
import unity_skills

# Create an unlit shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyUnlit",
    savePath="Assets/Shaders/MyUnlit.shader",
    template="Unlit"
)

# Create a surface shader
unity_skills.call_skill("shader_create",
    shaderName="Custom/MyPBR",
    savePath="Assets/Shaders/MyPBR.shader",
    template="Standard"
)

# Read shader source
source = unity_skills.call_skill("shader_read",
    shaderPath="Assets/Shaders/MyUnlit.shader"
)
print(source['content'])

# List all custom shaders
shaders = unity_skills.call_skill("shader_list", filter="Custom")
for shader in shaders['shaders']:
    print(f"{shader['name']}: {shader['path']}")

Best Practices

  1. Use consistent shader naming (Category/Name)
  2. Organize shaders in dedicated folder
  3. Start with templates, modify as needed
  4. Test shaders in different lighting conditions
  5. Consider mobile compatibility for builds

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Frequently asked questions

What does the Unity Shader AI skill do?

Manage HLSL/ShaderLab .shader files

Why use Unity Shader on TypingMind?

Because you install it once and use it with any model. Unity Shader is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Shader in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/shader. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Shader?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Shader?

As many as you like. As long as a model supports skills, you can use Unity Shader with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Shader AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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