gamedev-unity/skills/unity-skills/skills/shadergraph-design/SKILL.md
Source-anchored Shader Graph design rules for Unity 2022.3 — graph structure, node subset, SubGraph boundaries, master stack, blackboard/keywords, recipes, and review. Use when building or reviewing Shader Graphs, structuring node chains or SubGraphs, laying out blackboard/keywords, or following URP/HDRP graph recipes, even if the user just says "连个shader graph" or "着色器节点". 为 Unity 2022.3 的 Shader Graph 提供源码锚定的设计规则(图结构、节点子集、SubGraph 边界、主节点堆栈、黑板/关键字、配方、审查);当用户要构建或审查 Shader Graph、组织节点链或 SubGraph、布置黑板/关键字、或参考 URP/HDRP 图配方时使用。
npx skillsauth add bernatmv/ai-rules unity-shadergraph-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Advisory module. Read this before giving Shader Graph guidance. The goal is to keep recommendations anchored to actual package/source behavior, not stale model memory.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Validated against:
E:/CodeSpace/temp/shadergraph/[email protected]E:/CodeSpace/temp/Graphics/Packages/com.unity.shadergraphCore anchors:
Editor/Data/Graphs/GraphData.csEditor/Data/Nodes/AbstractMaterialNode.csEditor/Data/Interfaces/Graph/SlotReference.csEditor/Data/Nodes/...Load before:
shadergraph_* node editing skillsshadergraph_list_supported_nodesshadergraph_get_structure is the fact source for current node ids, slot ids, and live topologyAppendVectorNode is currently Unity 6 only in live validation| Sub-doc | Read when | |--------|-----------| | VERSIONS.md | You need version differences or portability rules | | NODES.md | You need the supported node subset and editable fields | | RECIPES.md | You need patterns that the current skill subset can actually build | | PITFALLS.md | You are reviewing a graph or suspect bad advice / hidden costs | | REVIEW.md | You want a checklist for judging a Shader Graph plan |
nodeId and slotId.PropertyNode, create or verify the blackboard property first; the node binds a real property object, not just a string.When in doubt, cite the relevant source path or ask the runtime graph for structure first.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。