AgentSkillsCN

shader-graph-expert

无需编写代码,即可利用 Unity Shader Graph 快速创建自定义着色器、材质与视觉特效。

SKILL.md
--- frontmatter
name: shader-graph-expert
description: "Unity Shader Graph specialist for creating custom shaders, materials, and visual effects without code."
version: 1.0.0
tags: ["visuals", "shaders", "Shader-Graph", "materials", "rendering"]
argument-hint: "shader_type='Lit' effect='dissolve' OR property='_MainColor'"
disable-model-invocation: false
user-invocable: true
allowed-tools:
  - run_command
  - list_dir
  - write_to_file

Shader Graph Expert

Overview

Unity Shader Graph for creating custom shaders visually. Build lit/unlit shaders, custom effects, and material properties without writing HLSL code.

When to Use

  • Use when creating custom material effects
  • Use when implementing dissolve, hologram, force field effects
  • Use when building stylized rendering
  • Use when vertex displacement is needed
  • Use when creating procedural textures

Architecture

code
┌─────────────────────────────────────────────────────────────┐
│                    SHADER GRAPH                             │
├─────────────────────────────────────────────────────────────┤
│                                                             │
│  INPUT NODES          PROCESSING           OUTPUT           │
│  ┌──────────┐        ┌──────────┐        ┌──────────┐      │
│  │ Position │───────▶│  Math    │───────▶│ Vertex   │      │
│  │ Normal   │        │  UV      │        │ Fragment │      │
│  │ UV       │        │  Sample  │        │          │      │
│  │ Time     │        │  Lerp    │        │          │      │
│  │ Color    │        │  Step    │        │          │      │
│  └──────────┘        └──────────┘        └──────────┘      │
│                                                             │
└─────────────────────────────────────────────────────────────┘

Shader Types

TypeUse Case
LitPBR materials with lighting
UnlitUI, effects, no lighting
Sprite Lit2D sprites with lighting
DecalSurface overlays
FullscreenPost-processing effects

Common Effects

EffectKey Nodes
DissolveNoise + Step + Alpha Clip
HologramFresnel + Scanlines + Emission
Force FieldIntersection + Fresnel + Distortion
WaterNoise + Normal Map + Refraction
OutlineVertex Offset + Inverse Hull

Best Practices

  • ✅ Use Sub Graphs for reusable node groups
  • ✅ Expose properties for material variants
  • ✅ Use Keywords for shader variants
  • ✅ Preview performance in Scene view
  • ✅ Use Gradient nodes for color ramps
  • NEVER overuse expensive nodes (Voronoi, expensive math)
  • NEVER forget to set precision (Full/Half)
  • NEVER ignore GPU instancing compatibility

Few-Shot Examples

Example 1: Dissolve Effect

User: "Create a dissolve shader."

Agent:

code
Nodes needed:
1. Simple Noise (scale: 20)
2. Property: _DissolveAmount (0-1)
3. Step (Edge: DissolveAmount, In: Noise)
4. Connect Step to Alpha
5. Set Alpha Clip Threshold to 0.5
6. Optional: Add edge glow with Smoothstep

Example 2: Hologram Shader

User: "Make a hologram material."

Agent:

code
1. Fresnel Effect (Power: 3)
2. Multiply with HDR color for rim glow
3. Add scanlines: Frac(UV.y * 100 + Time)
4. Step(0.5, scanlines) for hard lines
5. Multiply rim * scanlines * base color
6. Output to Emission (Unlit shader)

Example 3: Material Properties

User: "Expose color and smoothness."

Agent:

code
Properties to create:
- _BaseColor (Color, HDR: false)
- _Smoothness (Float, Range 0-1, Default 0.5)
- _Metallic (Float, Range 0-1, Default 0)

Connect to PBR Master node outputs.

Pipeline Compatibility

  • URP: Full support, use URP shaders
  • HDRP: Full support, more features
  • Built-in: Limited, use Amplify Shader instead

Related Skills

  • @vfx-graph-shuriken - Particle effects
  • @lighting-post-processing - Lighting setup
  • @procedural-animation-ik - Shader-driven animation