Agent skill

Scenario Unity Shaders

by scenario-labs in scenario-labs/skills

A skill your agent uses when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect…

MITAuto-check passedGame Development

Install Scenario Unity Shaders

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unity-shaders -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unity-shaders --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unity/scenario-unity-shaders .claude/skills/scenario-unity-shaders && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenario-unity-shaders
GitHub stars
946
Token cost
~5.1k tokens
SKILL.md length
2,075 words
Files
28 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect…

  • Works in 8 steps: Text first, graphs by template. Shader… → Every pass must agree. Displacement and… → Read the installed pipeline, not the… → …
  • A Unity 6.3 URP task involves shaders: hand-written HLSL
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs C# scripts from its folder; calls npx

What it does

Scenario Unity Shaders is an agent skill from scenario-labs/skills. Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 32 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Shaders. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • A Unity 6.3 URP task involves shaders: hand-written HLSL
  • Shader Graph water
  • Custom Function nodes
  • A renderer feature

Example prompts

  • “does nothing”
  • “/scenario-unity-shaders”

Requirements

  • Node.js

Workflow steps

8 steps, taken from the first numbered list in SKILL.md.

  1. Text first, graphs by template. Shader Graph has no loops and almost no lighting nodes, so lights and loops live in HLSL (Daniel Ilett…
  2. Every pass must agree. Displacement and clip() run in ShadowCaster, DepthOnly and DepthNormals too (6.3 Manual; Ilett [00:37:52]). A…
  3. Read the installed pipeline, not the tutorial. Copy keywords from the installed Lit.shader (Ilett [00:14:51]…
  4. Variants are a budget counted after stripping. shader_feature for material toggles, multi_compile only for runtime C# toggles…
  5. First use is proven warm. Trace one GraphicsStateCollection per graphics API and platform in a development player, warm it behind the…
  6. Cost is GPU time, not instruction count. Loops count at max trip, float4 costs about 4x float, transcendentals cost many cycles (Ben…
  7. Render Graph shape. RecordRenderGraph declares, never records; blit once into a new texture then resourceData.cameraColor = destination…
  8. One scalar field, one threshold, two colors; look and measure. Toon, water, dissolve, outline and dither threshold a 0..1 value (visual…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 10 files in scripts/ (C#, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Unity Shaders loads about 5.1k tokens when it runs, and up to ~36k if it reads all its reference files. Until then it costs about 133 tokens; SKILL.md has 2,075 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~133
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~36k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,075 words, ~5,128 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-unity-shaders/SKILL.md (or your agent's skills folder). This skill also uses 27 other files; get the full folder from GitHub.
name
scenario-unity-shaders
description
Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.
license
MIT

Unity shaders (technical artist, shading)

Expert shading in Unity 6.3 is a shader you can prove: it compiles for the target graphics API, every pass agrees, its variants are counted after stripping, its first use is shown warm, its cost is measured in GPU milliseconds, and its look is checked in a capture with numbers. An agent without a mouse gets there through text: hand-written URP HLSL is the primary route, Shader Graph is used through existing graphs driven by exposed properties plus agent-owned .hlsl behind Custom Function nodes, and new graph wiring is a GUI step (references/gui-paths.md). Target: 6000.3.21f1, URP 17.3, Shader Graph 17.3, Metal on Apple Silicon. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-unity-expert (channels, review loop, 6.3 traps). Its toolkit (ut_env, ut_run, ut_review, AgentKit) is imported, never copied.

Status (2026-09-24, after the blind-grade refactor): every procedure ran in Unity 6000.3.21f1 here: tests/code/unity-shaders/run_all.sh --live (73 live checks including a development-player PSO proof, 32 offline checks, all passing; evidence in archive/tests/unity-shaders/).

Stance (the expert delta)

  1. Text first, graphs by template. Shader Graph has no loops and almost no lighting nodes, so lights and loops live in HLSL (Daniel Ilett, F8bAI6dIrto [00:07:13]); its one advantage is generated depth and shadow passes (bH--RU6qyTw [00:38:24]), which AgentPasses.hlsl gives hand-written shaders too. With graphs, duplicate one, set its exposed references, put changing logic in a File-mode .hlsl. Graph Settings bind every pass: Alpha Clipping without Allow Material Override writes #define _ALPHATEST_ON 1 into all 8 generated passes, and no Boolean keyword removes it (installed UniversalTarget.cs, observed).
  2. Every pass must agree. Displacement and clip() run in ShadowCaster, DepthOnly and DepthNormals too (6.3 Manual; Ilett [00:37:52]). A missing DepthOnly pass makes an opaque shader invisible with Depth Priming (observed). DepthNormals writes the raw world normal: the Manual's normal * 0.5 + 0.5 example reads back wrong in SSAO and outlines (observed).
  3. Read the installed pipeline, not the tutorial. Copy keywords from the installed Lit.shader (Ilett [00:14:51]; ut_shaders.urp_lit_keywords()): 6.3 has _CLUSTER_LIGHT_LOOP and four soft shadow variants. LIGHT_LOOP_BEGIN skips directional lights, so a custom loop needs a directional pre-loop under Forward+; Unity's own Custom Lighting sample lacks it (observed).
  4. Variants are a budget counted after stripping. shader_feature for material toggles, multi_compile only for runtime C# toggles, dynamic_branch tested with if, never #if (6.3 Manual). Strict Shader Variant Matching before stripping, then the funnel in the build log (Carotenuto, Unity blog 2024). A shader_feature (or _local) variant ships only if a material in the build enables it (observed 0 vs 6): never toggle one from runtime C#. Unity 6 Shader Build Settings exclude or retype keywords with zero code, but a dynamic_branch override is silently ignored for #if-tested keywords, URP's soft shadow and SSAO sets included (observed).
  5. First use is proven warm. Trace one GraphicsStateCollection per graphics API and platform in a development player, warm it behind the loading screen, and show gameplay frames with zero Shader.CreateGPUProgram samples and zero logged uploads (6.3 Manual; observed 14 to 0 on Metal).
  6. Cost is GPU time, not instruction count. Loops count at max trip, float4 costs about 4x float, transcendentals cost many cycles (Ben Cloward, E82XxlXMJs4 [00:15:44]). Measured here: 64 sin on a float4 about 3x a float, 10x or more a multiply-add loop. Half pays only where a device profiler shows ALU-bound (Freya Holmér, kfM-yu0iQBk [01:20:26]): desktop PlatformDefault compiles half as float.
  7. Render Graph shape. RecordRenderGraph declares, never records; blit once into a new texture then resourceData.cameraColor = destination; gate in AddRenderPasses; refuse the back buffer (6.3 docs; Unity dither sample, U8PygjYAF7A [00:09:06] [00:10:10]).
  8. One scalar field, one threshold, two colors; look and measure. Toon, water, dissolve, outline and dither threshold a 0..1 value (visual digest); the water's depth mask also calms its shore normals (gRq-IdShxpU [00:06:12]). Offset an emissive edge from the clip test (Brackeys, taMp1g1pBeE [00:05:31]). Output intermediates as colors (Freya [01:57:25]), then assert pixels at projected probes.

Establish first

  • Platforms and graphics APIs: Metal, Vulkan, DX12, GLES 3.x, WebGL 2 or WebGPU. Compute runs on Metal, Vulkan, DX11/12 and GLES 3.1+ (4 buffers guaranteed on GLES 3.1), not on GLES 3.0 or WebGL 2; the Web gets it through WebGPU (experimental in 6.3). The GPU Resident Drawer and STP exclude GLES entirely.
  • Rendering path per renderer (Forward, Forward+, Deferred+): decides the light-loop code; Shader Graph custom lighting works in Forward and Forward+ only.
  • URP assets per quality level: Depth and Opaque Texture, soft shadows, SSAO. The template's Mobile_RPAsset has Depth Texture off: depth-faded water needs it on or a baked shore mask.
  • Style and authors: toon or PBR; artists editing graphs (keep a graph, agent owns the .hlsl) or code only.
  • Per-object values: material instance, MeshRenderer/SkinnedMeshRenderer.SetShaderUserValue (6.3, SRP Batcher friendly), or MaterialPropertyBlock (breaks the SRP Batcher).
  • Budgets: GPU ms for the effect, variants per shader, overdraw, first-use hitches. Defaults when silent: URP 17.3 Forward+, PC and mobile tiers from the template, HLSL, shaders under Assets/AgentShaders/.

Workflow

  1. Install and inventory. ut_shaders.install(P); RendererFeatureJobs.ListFeatures (every quality level, asset, renderer, feature); lint_shader_file, shadergraph_summary (targets, properties, Graph Settings findings), lint_project_keywords. GATE: pipeline facts in the plan; lint errors listed.
  2. Author. Start from scripts/Shaders/: AgentLit, AgentToon, AgentWater, AgentDissolve, AgentEdgeOutline, AgentGrayscale, AgentCompute, shared AgentPasses.hlsl (AGENT_CLIP/AGENT_DISPLACE) and AgentNoise.hlsl. Graph route: ShaderGraphJobs.ImportPackageSample, DuplicateGraph, shadergraph_set_target_settings, GeneratedCode, AgentCustomLighting.hlsl. GATE: lint zero errors.
  3. Compile for the target. ShaderJobs.ValidateShaders (ShaderUtil.GetShaderMessages plus CompileVariant per pass for Metal). GATE: zero errors, the four opaque passes present.
  4. Bench and look. SetupMaterials, ShaderLab.BuildScene, ShaderLab.Shots (many shots per boot: material, renderer, feature and URP changes; probes projected to pixels). GATE: ut_review flags clean, contact sheet opened, probe numbers (shadow darker than open ground, dissolve shadow gone at 1, extra lights change the lit side).
  5. Full-screen effects. RendererFeatureJobs.AddFeature with AgentFullscreenFeature or the zero-code FullScreenPassRendererFeature. GATE: on/off captures differ as intended; no back-buffer error.
  6. Variants. VariantJobs.StrippingSettings (strict matching on), BuildShaderBundle for the shipping materials, parse_variant_funnel, variant_budget_check, strip rules or KeywordOverrides (Shader Build Settings), PostProcessingAudit (every VolumeProfile under Assets/ keeps its post variants). GATE: shipped count per shader under budget; logger total equals Unity's "After scriptable stripping"; overrides cleared or committed on purpose.
  7. First-use stutter. PsoJobs.BuildPsoScene, ut_run.build(development=True), ut_shaders.run_pso_player trace, cold, warm; PsoJobs.InspectCollection; ship StreamingAssets/PSO/<platform>_<api>.graphicsstate read by AgentPsoProbe. GATE: pso_gate clean (cold shows uploads, warm shows none by marker and by log).
  8. Cost. GpuCostJobs.MeasureFullscreenCost A/B, interleaved, async compilation off (precision_model for half tests). GATE: faster in ms beyond noise; device numbers from a development player (scenario-unity-performance).
  9. Deliver. Shaders, materials, feature assets, .graphicsstate per API, and the evidence packet (Handoffs).

Numbers

ValueRelative toSource
7,688 full; 4,046 per stage; 62 after settings; 13 shippedAgentKit/Lit in a macOS AssetBundle build with the template's URP assetsobserved
13 to 11AgentLit shipped variants after excluding the soft shadow set in Shader Build Settingsobserved
433 to 577UberPost variants when one unused Bloom HQ + dirt profile sits under Assets/observed
14 to 0; 1.8 to 2.4 msfirst-use GPU program uploads in gameplay, cold vs warm; warm-up of 26 to 27 PSOs in one frame, macOS playerobserved
0.007 to 0.033 / 0.29 to 0.42 / 0.89 to 1.66 msone 1080p full-screen draw: 64 multiply-adds / 64 sin / 64 float4 sin, M5 Max; compare within one runobserved
0.92 to 1.00 / 0.77 to 0.89half4 over float4 sin time, PlatformDefault / Unified precision model, M5 Max (noise about 10 %)observed
more than 128 keywords, 4 reservedper shader: compile slows6.3 Manual
2000 / 2450 / 3000Geometry / AlphaTest / Transparent queuesCyanilux
64x1x1, 8x8x1compute thread groups; ceil-divided dispatch plus bounds check6.3 Manual, [added]
(1.2, 0.35, 0.03) vs (4, 1.1, 0.15)HDR dissolve edge that stays orange vs washes to cream under Neutral tonemappingobserved
0.2126, 0.7152, 0.0722Rec. 709 luminance on linear color6.3 Manual
Show full SKILL.md (769 more words)Show less

Quality gates

  • Measurable: lint and lint_project_keywords zero errors; ValidateShaders zero errors for the target API; SRP Batcher compatible (read after a render); probes (shadow luma under 0.75x open ground; dissolve shadow restored at 1; extra lights change the lit side in Forward and Forward+; water normals calmer at the shore than deep); feature on/off difference; shipped variants under budget and stable; no stray VolumeProfile; pso_gate clean per API; GPU ms A/B; compute GPU equals CPU (max error below 1e-5).
  • Visual: contact sheet opened; toon bands sharp; water hue shift, calm shore, foam, motion; dissolve edge keeps its hue; outline on silhouettes only; no magenta.

Common mistakes

MistakeWhat it looks likeFix
no DepthOnly passobject vanishes with Depth Priming ForcedAgentDepthOnlyVertex/Fragment
clip only in the forward passdissolved object still casts a full shadowAGENT_CLIP shared by all passes
DepthNormals returns n * 0.5 + 0.5wrong SSAO and outlinesreturn the raw normal
LIGHT_LOOP_BEGIN without a directional pre-loopa second directional light lights nothing under Forward+loop URP_FP_DIRECTIONAL_LIGHTS_COUNT first
_FORWARD_PLUS, SHADOWS_SCREEN, ComputeScreenPos (deprecated since URP 11)compile warning, dead shadow branch_CLUSTER_LIGHT_LOOP, GetMainLight(shadowCoord), GetNormalizedScreenSpaceUV(positionCS)
shader_feature_local toggled from runtime C# (dissolve "on hit")variant missing in the player: pink or closest matchmaterial swap, or multi_compile_local; lint_project_keywords
a Boolean keyword to skip Shader Graph Alpha Clippingwhole object alpha-tested in every pass, all the timeAllow Material Override (_ALPHATEST_ON keyword) or a second opaque material
dynamic_branch Type Override on an #if-tested keywordvariant count unchangedtest with if(), declare without a stage suffix
if (KW) on a _fragment-suffixed keyword"a known keyword but not declared in this pass"declare it for all stages
stray VolumeProfile assets (samples, tests)post variants for effects no scene usesmove them out of Assets/; PostProcessingAudit
one PSO collection for every API, or none provenfirst-use hitches on deviceper-API trace, cold vs warm runs
Depth Texture off on the URP assetwater turns to solid foam; hidden while SSAO still requests depthenable on every URP asset that renders it; test with SSAO off
feature missing from one renderer"the effect does nothing" on one quality levelListFeatures across quality levels
After Rendering injectionnothing drawn, back-buffer errorAfter Rendering Post Processing
HDR edge color 4 and upemissive edge washes to cream1 to 1.5, Bloom carries the glow
judging cost by instruction count, or half on desktop"optimized" shader no fasterMeasureFullscreenCost; half on the device
properties outside UnityPerMaterialSRP Batcher off, values bleedone CBUFFER in HLSLINCLUDE

Handoffs

  • Receives from scenario-unity-rendering-lighting: URP assets per quality level, rendering path, Depth/Opaque Texture, post stack, tonemapping, the Default Volume Profile. From scenario-unity-vfx: particle shader needs (blend mode, soft particles, flipbooks); scenario-unity-vfx owns VFX Graph, the Particle System and effect budgets. From scenario-unity-world-building: water and terrain surfaces. From scenario-unity-architecture: gameplay code that drives materials.
  • Delivers to scenario-unity-vfx and scenario-unity-world-building: shaders, materials with documented references, feature assets. To scenario-unity-performance: GPU ms tables, variant funnels, .graphicsstate files with the cold/warm proof for device captures. To scenario-unity-pipeline-automation: the variant budget and PSO gates for CI. To scenario-unity-mobile and scenario-unity-web: API limits (compute from GLES 3.1, none on GLES 3.0 or WebGL 2), half precision to profile on device, mobile Depth Texture cost, alpha-test cost on tile GPUs.
  • Packet: paths, ValidateShaders JSON, contact sheet, probes, funnel, PSO runs, cost table, Verified and Assumed.

Unity 6.3 notes

  • Render Graph only: Compatibility Mode removed (URP_COMPATIBILITY_MODE only to port, gone in 6.4); AddBlitPass returns a builder (returnBuilder: true); After Rendering always follows the final blit (6.2+).
  • _CLUSTER_LIGHT_LOOP replaced _FORWARD_PLUS (6.1); soft shadows have _LOW/_MEDIUM/_HIGH variants; fog is declared dynamic_branch in URP's Fog.hlsl.
  • Shader Build Settings: EditorGraphicsSettings.Get/SetShaderBuildSettings (the active set; a build profile can override). GraphicsStateCollection is experimental; tracing needs a development player; on Metal CreateGraphicsGraphicsPipelineImpl does not exist. Log Shader Compilation prints Uploaded shader variant to the GPU driver: ....
  • URP re-adds every override to the Default Volume Profile before a build, so most post-processing variant families always ship.
  • SetShaderUserValue(uint) exists on MeshRenderer and SkinnedMeshRenderer, not Renderer; the shader reads unity_RendererUserValue.
  • Shader Graph 17.3: templates, custom lighting via Unlit plus Keep Lighting Variants; reflected HLSL nodes need 17.5, Preprocessor Directives arrive in 6.6. WebGPU is supported from 6.6; Built-in RP is deprecated from 6.5.

References

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 27 other files (scripts, references) in skills/game-engines/unity/scenario-unity-shaders of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/AgentKit/Shaders/ComputeJobs.cs
  • scripts/AgentKit/Shaders/GpuCostJobs.cs
  • scripts/AgentKit/Shaders/PsoJobs.cs
  • scripts/AgentKit/Shaders/RendererFeatureJobs.cs
  • scripts/AgentKit/Shaders/ShaderGraphJobs.cs
  • scripts/AgentKit/Shaders/ShaderJobs.cs
  • scripts/AgentKit/Shaders/ShaderLab.cs
  • scripts/AgentKit/Shaders/VariantJobs.cs
  • scripts/Runtime/AgentFullscreenFeature.cs
  • scripts/Runtime/AgentPsoProbe.cs
  • … and 12 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Unity Shaders next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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New ExperimentTresjs/tres3.8k—~782Automated safety check: PassMIT
Assets Shader List AllIvanMurzak/Unity-MCP4.4k—~435Automated safety check: PassApache-2.0
Handle Sdr Tonemap Lutclshortfuse/renodx4.5k—~7.3kAutomated safety check: PassMIT
Unreal Material and VFX Workflowflopperam/unreal-engine-mcp1.1k—~927Automated safety check: PassNone

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Questions about Scenario Unity Shaders

What does Scenario Unity Shaders do?

A skill your agent uses when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect…. Scenario Unity Shaders is an agent skill from scenario-labs/skills.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants.

When should I use Scenario Unity Shaders?

Scenario Unity Shaders fits situations like: A Unity 6.3 URP task involves shaders: hand-written HLSL; shader Graph water; custom Function nodes; A renderer feature.

How do I install Scenario Unity Shaders in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-unity-shaders -a claude-code`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-shaders in scenario-labs/skills) into .claude/skills/scenario-unity-shaders in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Unity Shaders in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-unity-shaders -a codex`. Or copy the skill folder (skills/game-engines/unity/scenario-unity-shaders in scenario-labs/skills) into .agents/skills/scenario-unity-shaders in your project. Codex loads it when a task matches its description.

Can I use Scenario Unity Shaders in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-unity-shaders -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unity-shaders, .gemini/skills/scenario-unity-shaders, .github/skills/scenario-unity-shaders and .opencode/skills/scenario-unity-shaders in your project.

What does Scenario Unity Shaders need to run?

Going by SKILL.md and its folder, Scenario Unity Shaders needs C# for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Unity Shaders access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Unity Shaders safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Unity Shaders use?

Scenario Unity Shaders is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Unity Shaders use?

About 5.1k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 31k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Unity Shaders?

Skills that share tags, products or a category with Scenario Unity Shaders: Pixijs (RSamaium/CanvasEngine, 401 stars), New Experiment (Tresjs/tres, 3.8k stars), Assets Shader List All (IvanMurzak/Unity-MCP, 4.4k stars) and Handle Sdr Tonemap Lut (clshortfuse/renodx, 4.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Unity Shaders?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.