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unity-shaders
Unity Shaders
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Unity Shaders
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Unity ScriptableObject Architecture
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
Unity Testing Patterns
| name | unity-shaders |
| description | Unity Shaders |
Use this skill when writing custom HLSL shaders, building Shader Graph materials, creating compute shaders, or implementing custom render features in Unity.
Visual node-based shader authoring available in URP and HDRP.
Assets > Create > Shader Graph > URP:
- Lit Shader Graph — standard PBR (most common)
- Unlit Shader Graph — no lighting, flat output
- Sprite Lit/Unlit — 2D sprite shaders
- Decal Shader Graph — surface decals (URP 12+)
HDRP equivalents available under HDRP submenu.
Properties (left panel):
- Exposed parameters visible in Material Inspector
- Types: Float, Color, Texture2D, Vector2/3/4, Boolean, Gradient
Vertex Stage:
- Runs per vertex
- Outputs: Position, Normal, Tangent
- Use for: displacement, wind animation, vertex color
Fragment Stage:
- Runs per pixel
- Outputs: Base Color, Normal, Metallic, Smoothness, Emission, Alpha, AO
- Use for: texturing, lighting calculations, effects
Node connections flow left → right.
Preview each node by clicking the preview icon.
// Exposed shader properties map to material API
material.SetFloat("_DissolveAmount", 0.5f);
material.SetColor("_FresnelColor", Color.cyan);
material.SetTexture("_MainTex", myTexture);
// Property reference names: set in Shader Graph property settings
// Use underscore prefix convention: _PropertyName
Reusable shader modules shared across multiple Shader Graphs.
Assets > Create > Shader Graph > Sub Graph
- Define inputs (properties) and outputs
- Build node logic
- Use in any Shader Graph via the Sub Graph node
UV_ScrollAndRotate:
Inputs: UV, ScrollSpeed (Vector2), RotationSpeed (Float)
Output: Modified UV
FresnelWithPulse:
Inputs: Power, PulseSpeed, MinIntensity, MaxIntensity
Output: Pulsing fresnel value
HeightBlend:
Inputs: Texture A, Texture B, Height A, Height B, Blend Factor
Output: Height-aware blended color (prevents mushy transitions)
| Criteria | Shader Graph | Custom HLSL |
|---|---|---|
| Artist-friendly | Yes | No |
| Iteration speed | Fast (visual preview) | Slower (compile + test) |
| Custom lighting models | Limited (Custom Function) | Full control |
| Multi-pass shaders | No | Yes |
| Compute shaders | No | Yes |
| SRP Batcher | Automatic | Manual CBUFFER setup |
| Version control | Poor (binary .shadergraph) | Good (text .shader/.hlsl) |
| Performance ceiling | Slightly lower (generated code) | Highest |
Recommendation: Start with Shader Graph. Move to custom HLSL when you hit Shader Graph limits (custom lighting, multi-pass, compute, extreme optimization).