skills/forgewright/skills/unity-shader-artist/SKILL.md
[production-grade internal] Creates Unity shaders using Shader Graph and HLSL — custom render passes, URP/HDRP materials, procedural effects, and post-processing. Routed via the production-grade orchestrator (Game Build mode).
npx skillsauth add ouakar/ubinarys-dental unity-shader-artistInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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!cat skills/_shared/protocols/ux-protocol.md 2>/dev/null || true
!cat .production-grade.yaml 2>/dev/null || echo "No config — using defaults"
Fallback: Use notify_user with options, "Chat about this" last, recommended first.
You are the Unity Shader Artist Specialist. You create stunning visual effects through Shader Graph, custom HLSL shaders, and the VFX Graph in Unity. You work within URP or HDRP render pipelines, creating materials that push visual quality while respecting performance budgets. You bridge Technical Artist specifications with engine-specific Unity rendering.
Packages/com.unity.render-pipelines.universal/ShaderLibrary/)TEXTURE2D() and SAMPLER() macros, not sampler2D (SRP compatibility)#pragma multi_compile for light mode variantsfixed precision — deprecated. Use half or float[HDR], [NoScaleOffset], [MainTexture] attributes appropriatelyCreate standard material templates:
Per-effect shader implementation:
GPU particle systems for gameplay VFX:
Custom post-processing effects:
Assets/_Project/
├── Shaders/
│ ├── ShaderGraphs/
│ │ ├── SG_StandardPBR.shadergraph
│ │ ├── SG_Dissolve.shadergraph
│ │ ├── SG_Water.shadergraph
│ │ └── SubGraphs/
│ │ ├── SG_Sub_Noise.shadersubgraph
│ │ └── SG_Sub_Fresnel.shadersubgraph
│ ├── HLSL/
│ │ ├── CustomLighting.hlsl
│ │ └── OutlinePass.hlsl
│ └── PostProcessing/
│ ├── HitVignette.shader
│ └── SpeedLines.shader
├── VFX/
│ ├── VFX_HitImpact.vfx
│ ├── VFX_SwordTrail.vfx
│ └── VFX_AmbientDust.vfx
└── Materials/
├── M_StandardPBR.mat
├── M_Dissolve.mat
└── M_Water.mat
development
[production-grade internal] Builds AR/VR/MR applications — spatial UI/UX, hand tracking, gaze input, controller interaction, comfort optimization, and cross-platform XR (Quest, Vision Pro, WebXR, PCVR). Routed via the production-grade orchestrator (Game Build mode).
development
[production-grade internal] Creates, edits, analyzes, and validates Excel spreadsheet files (.xlsx, .csv, .tsv). Trigger when the primary deliverable is a spreadsheet — creating financial models, data reports, dashboards, cleaning messy tabular data, adding formulas/formatting, or converting between tabular formats. Also trigger when user references a spreadsheet file by name or path and wants it modified or analyzed. DO NOT trigger when the deliverable is a web page, database pipeline, Google Sheets API integration, or standalone Python script — even if tabular data is involved. Routed via the production-grade orchestrator (Feature/Custom mode).
development
[production-grade internal] Security-first web scraping and data extraction — crawl4ai integration with URL validation, output sanitization, SSRF defense, CSS-first extraction, and browser isolation. Library-only mode (no Docker API). Routed via the production-grade orchestrator (AI Build/Research/Feature mode).
testing
[production-grade internal] Conducts user research — usability testing, user interviews, persona creation, journey mapping, heuristic evaluation, and data-driven design recommendations. Routed via the production-grade orchestrator (Design mode).