Skill v1.0.2
Automated scanchore: bump version to 1.9.2
version: "1.0.2" name: unity-shader description: Manage HLSL/ShaderLab .shader files — create, read, list, find, delete, and inspect shader properties/keywords. Use when creating or editing handwritten shaders, listing or finding .shader files, or inspecting their properties and keywords, even if the user just says "写个shader" or "着色器文件". 管理 HLSL/ShaderLab .shader 文件(创建、读取、列出、查找、删除、检查 shader 属性/关键字);当用户要创建或编辑手写 shader、列出或查找 .shader 文件、或检查其属性与关键字时使用。
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) areSkillMode.SemiAuto— they run in all three modes without grant. - Mutating skills (
shader_create,shader_create_urp,shader_set_global_keyword) areSkillMode.FullAuto— under Approval they need user grant (grant triggers one server-side execute returning the result); under Auto / Bypass they execute directly. shader_deletecarriesSkillOperation.Deleteand 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_propertydoes not exist → usematerial_set_float/material_set_color/etc. on the material, not the shadershader_apply/shader_assigndo not exist → usematerial_set_shaderto change a material's shadershader_get_propertiesreturns shader property definitions (name/type/range), not current values → for material instance values usematerial_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
materialmodule - For shader keyword control →
material_set_keyword(material module) - For global shader keywords →
shader_set_global_keyword(this module)
Skills Overview
| Skill | Description | |
|---|---|---|
shader_create | Create shader file | |
shader_read | Read shader source | |
shader_list | List all shaders | |
shader_find | Find shader by name | |
shader_delete | Delete shader file | |
shader_get_properties | Get shader properties | |
shader_check_errors | Check shader for compilation errors | |
shader_get_keywords | Get shader keyword list | |
shader_get_variant_count | Get shader variant count for performance analysis | |
shader_create_urp | Create a URP shader from template | |
shader_set_global_keyword | Enable 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.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
shaderName | string | Yes | - | Shader name written into the Shader "..." declaration (e.g., "Custom/MyShader") | |
savePath | string | Yes | - | Save path (e.g., "Assets/Shaders/My.shader") | |
template | string | No | null | Full 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.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
shaderPath | string | Yes | Shader asset path |
Returns: {path, lines, content}
shader_list
List all shaders in project.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
filter | string | No | null | Name filter | |
limit | int | No | 100 | Max results |
Returns: {count, shaders: [{path, name, propertyCount}]}
shader_find
Find a shader by name.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
searchName | string | Yes | Shader name to find |
Returns: {found, name, path}
shader_delete
Delete a shader file.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
shaderPath | string | Yes | Shader asset path |
shader_get_properties
Get all properties defined in a shader.
| Parameter | Type | Required | Description | |
|---|---|---|---|---|
shaderNameOrPath | string | Yes | Shader name or shader asset path |
Returns: {success, properties: [{name, type, description}]}
shader_check_errors
Check shader for compilation errors.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
shaderNameOrPath | string | Yes | - | 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.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
shaderNameOrPath | string | Yes | - | 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.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
shaderNameOrPath | string | Yes | - | 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).
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
shaderName | string | Yes | - | Shader name (e.g., "Custom/MyURPShader") | |
savePath | string | Yes | - | Save path (e.g., "Assets/Shaders/MyURP.shader") | |
type | string | No | "Unlit" | Template type: "Unlit" or "Lit" |
Returns: { success, shaderName, path, type }
shader_set_global_keyword
Enable or disable a global shader keyword.
| Parameter | Type | Required | Default | Description | |
|---|---|---|---|---|---|
keyword | string | Yes | - | Global shader keyword name | |
enabled | bool | Yes | - | true to enable, false to disable |
Returns: { success, keyword, enabled }
Example Usage
import unity_skills# Create an unlit shaderunity_skills.call_skill("shader_create",shaderName="Custom/MyUnlit",savePath="Assets/Shaders/MyUnlit.shader",template="Unlit")# Create a surface shaderunity_skills.call_skill("shader_create",shaderName="Custom/MyPBR",savePath="Assets/Shaders/MyPBR.shader",template="Standard")# Read shader sourcesource = unity_skills.call_skill("shader_read",shaderPath="Assets/Shaders/MyUnlit.shader")print(source['content'])# List all custom shadersshaders = unity_skills.call_skill("shader_list", filter="Custom")for shader in shaders['shaders']:print(f"{shader['name']}: {shader['path']}")
Best Practices
- Use consistent shader naming (Category/Name)
- Organize shaders in dedicated folder
- Start with templates, modify as needed
- Test shaders in different lighting conditions
- 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.