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Unity Shadergraph

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Besty0728
unity-shadergraph

Create and inspect Shader Graph assets

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-shadergraph
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 Shadergraph 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/shadergraph
  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 Shadergraph 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 Shadergraph 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 Shadergraph 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 a Shader Graph
  • Inspecting graph structure
  • Making controlled blackboard/node edits
  • 创建 Shader Graph、检查其结构、对黑板/节点做受控编辑

ShaderGraph Skills

Shader Graph asset workflows for Unity 2022.3+ with source-backed template handling, MultiJson inspection, and constrained internal-editor reflection writes.

Operating Mode

  • Query skills (shadergraph_list_templates, shadergraph_list_assets, shadergraph_get_info, shadergraph_get_structure, shadergraph_list_supported_nodes, shadergraph_list_properties, shadergraph_list_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.
  • All other mutators (create graph / subgraph, add/move/connect/disconnect node, set node defaults/settings, add/update property/keyword, reimport) are SkillMode.FullAuto — under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly.
  • shadergraph_remove_node, shadergraph_remove_property, shadergraph_remove_keyword carry SkillOperation.Delete and are auto-forbidden in Approval / Auto modes (NeverInSemi). Only Bypass or the user-managed Allowlist can run them.

Reflection Fragility

This module reaches into UnityEditor.ShaderGraph and UnityEditor.ShaderGraph.Internal via reflection (see ShaderGraphReflectionHelper.cs and ShaderGraphNodeRegistry.cs). The supported node whitelist, slot layout, and settings keys are version-pinned to com.unity.shadergraph 14.0.x (Unity 2022.3) with limited Unity 6 coverage. Treat the following as a hard contract:

  • Never assume an internal type, field, or slot id exists from memory — always cross-check with shadergraph_list_supported_nodes and shadergraph_get_structure first.
  • If a Shader Graph package update changes internal types or MultiJson schema, mutators may fail or silently no-op until the registry is updated.
  • If a skill returns an error mentioning a reflection / type lookup failure, do not retry with different argument shapes — report the version mismatch and stop.

Guardrails

Routing:

  • HLSL text shaders: use shader_*
  • Shader Graph / Sub Graph assets: use this module
  • Source-anchored design guidance before proposing graph architecture: load shadergraph-design

Runtime-first rules:

  • Always call shadergraph_get_structure before any node-level edit; treat returned nodeId and slotId as the only valid identifiers
  • Never invent slot names, node ids, or template availability from memory
  • shadergraph_set_node_defaults only applies to unconnected input slots; if the slot is connected, disconnect first
  • shadergraph_set_node_settings only writes the whitelist exposed by shadergraph_list_supported_nodes
  • PropertyNode only binds existing blackboard properties; create the property first with shadergraph_add_property
  • SubGraph editing is limited to ordinary nodes; this module does not edit SubGraphOutputNode structure

Validated behavior:

  • Unity 2022.3 + com.unity.shadergraph@14.0.12 does not ship GraphTemplates/; shadergraph_create_graph falls back to blank graph creation
  • Unity 6 ShaderGraph packages may provide actual template directories; template listing and template-copy creation remain available there
  • The supported node subset is runtime-filtered. The shared overlap is 28 nodes in live validation, while AppendVectorNode is currently Unity 6 only

Skills

shadergraph_list_templates

List Shader Graph templates shipped by the installed package.

shadergraph_create_graph

Create a Shader Graph asset from a package template or blank fallback.

shadergraph_create_subgraph

Create a blank Shader Sub Graph asset with a configured output slot.

shadergraph_list_assets

List Shader Graph and Sub Graph assets in the project.

shadergraph_get_info

Get a high-level summary of a Shader Graph or Sub Graph asset.

shadergraph_get_structure

Inspect the live graph structure. Returns real nodeId, position, slots, edges, properties, and keywords.

shadergraph_list_supported_nodes

List the constrained node whitelist, supported versions, slots, and editable settings.

shadergraph_add_node

Add a supported node by nodeType with optional initial settings and position.

shadergraph_remove_node

Remove a node by serialized nodeId; related edges are removed together.

shadergraph_move_node

Move a node by serialized nodeId.

shadergraph_connect_nodes

Connect a specific output slot to a specific input slot using nodeId + slotId.

shadergraph_disconnect_nodes

Disconnect one exact edge using the same four-tuple.

shadergraph_set_node_defaults

Set the default value of an unconnected input slot.

shadergraph_set_node_settings

Write whitelisted node settings only.

shadergraph_list_properties

List graph blackboard properties.

shadergraph_add_property

Add a constrained blackboard property.

shadergraph_update_property

Update a constrained blackboard property.

shadergraph_remove_property

Remove a graph property.

shadergraph_list_keywords

List graph blackboard keywords.

shadergraph_add_keyword

Add a graph keyword.

shadergraph_update_keyword

Update a graph keyword.

shadergraph_remove_keyword

Remove a graph keyword.

shadergraph_reimport

Force reimport of a Shader Graph asset after external edits.

Workflow

  1. Create or locate the target graph.
  2. Read shadergraph_get_structure.
  3. If needed, create blackboard properties or keywords first.
  4. Call shadergraph_list_supported_nodes to confirm node type, settings whitelist, and slot layout.
  5. Add/move nodes, then connect/disconnect using the live nodeId/slotId values.
  6. Re-read shadergraph_get_structure after each significant edit if the next step depends on topology.

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 Shadergraph AI skill do?

Create and inspect Shader Graph assets

Why use Unity Shadergraph on TypingMind?

Because you install it once and use it with any model. Unity Shadergraph 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 Shadergraph in TypingMind?

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

Which AI models can use Unity Shadergraph?

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 Shadergraph?

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

Is the Unity Shadergraph 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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