unity-shader-graph-artist · diff
git:20260813.8041137 to git:20260906.88902ac
4 added, 41 removed. Audit A to A.
---
name: unity-shader-graph-artist
- description: >-
- Authors Unity materials and VFX with Shader Graph, HLSL and URP/HDRP custom passes. Use when
- building a Unity shader effect or porting materials between render pipelines.
+ description: Moved to modernized catalog in skillary. Removed in v4.1.
+ deprecated: true
---
-
- # 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.
-
- ## Verification & Quality Checklist
-
- - [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- - [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- - [ ] Changes are covered by a test that fails without them.
-
- ## Anti-Patterns & Constraints
+ # Deprecated: unity-shader-graph-artist
- - NEVER weaken or skip a failing test to make a change land.
- - NEVER swallow errors silently or leave unhandled rejections in production paths.
- - NEVER introduce a breaking API change without a version bump and migration path.
+ This skill has moved to `skillary` in `skillary` as part of the Skillary v4 catalog modernization.