# Nlelouche Unity3d Antigravityskills Shader Graph Expert

> ---

- Skill: `tomevault-io/nlelouche-unity3d-antigravityskills-shader-graph-expert` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tomevault-io/nlelouche-unity3d-antigravityskills-shader-graph-expert`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tomevault-io/nlelouche-unity3d-antigravityskills-shader-graph-expert/raw
- Safety review: pending (external: skill-scanner PASS, skillspector PASS)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: tomevault-io (https://skillmd.com/u/tomevault-io)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/tomevault-io/nlelouche-unity3d-antigravityskills-shader-graph-expert

---

---
name: shader-graph-expert
description: "Unity Shader Graph specialist for creating custom shaders, materials, and visual effects without code."
version: 2.0.0
tags: ["visuals", "shaders", "Shader-Graph", "materials", "rendering"]
argument-hint: "shader_type='Lit' effect='dissolve' OR property='_MainColor'"
disable-model-invocation: false
user-invocable: true
allowed-tools:
  - run_command
  - list_dir
  - write_to_file
requirements:
  unity_version: ">=6.0"
  render_pipeline: "Any"
  dependencies: []
context_discovery:
  check_unity_version: true
  check_render_pipeline: true
  scan_manifest_for: []
performance_budget:
  gc_alloc_per_frame: "0 bytes target in hot paths"
  max_update_cost: "O(n) - profiler-guided"
tdd_first: true  # ⚠️ Updated by audit v2.0.1 - needs manual test implementation
---

# Shader Graph Expert

## Overview
Unity Shader Graph for creating custom shaders visually. Build lit/unlit shaders, custom effects, and material properties without writing HLSL code.

## When to Use
- Use when creating custom material effects
- Use when implementing dissolve, hologram, force field effects
- Use when building stylized rendering
- Use when vertex displacement is needed
- Use when creating procedural textures

## Architecture

```
┌─────────────────────────────────────────────────────────────┐
│                    SHADER GRAPH                             │
├─────────────────────────────────────────────────────────────┤
│                                                             │
│  INPUT NODES          PROCESSING           OUTPUT           │
│  ┌──────────┐        ┌──────────┐        ┌──────────┐      │
│  │ Position │───────▶│  Math    │───────▶│ Vertex   │      │
│  │ Normal   │        │  UV      │        │ Fragment │      │
│  │ UV       │        │  Sample  │        │          │      │
│  │ Time     │        │  Lerp    │        │          │      │
│  │ Color    │        │  Step    │        │          │      │
│  └──────────┘        └──────────┘        └──────────┘      │
│                                                             │
└─────────────────────────────────────────────────────────────┘
```

## Shader Types

| Type | Use Case |
|------|----------|
| **Lit** | PBR materials with lighting |
| **Unlit** | UI, effects, no lighting |
| **Sprite Lit** | 2D sprites with lighting |
| **Decal** | Surface overlays |
| **Fullscreen** | Post-processing effects |

## Common Effects

| Effect | Key Nodes |
|--------|-----------|
| **Dissolve** | Noise + Step + Alpha Clip |
| **Hologram** | Fresnel + Scanlines + Emission |
| **Force Field** | Intersection + Fresnel + Distortion |
| **Water** | Noise + Normal Map + Refraction |
| **Outline** | Vertex Offset + Inverse Hull |

## Best Practices
- ✅ Use Sub Graphs for reusable node groups
- ✅ Expose properties for material variants
- ✅ Use Keywords for shader variants
- ✅ Preview performance in Scene view
- ✅ Use Gradient nodes for color ramps
- ❌ **NEVER** overuse expensive nodes (Voronoi, expensive math)
- ❌ **NEVER** forget to set precision (Full/Half)
- ❌ **NEVER** ignore GPU instancing compatibility

## Few-Shot Examples

### Example 1: Dissolve Effect
**User**: "Create a dissolve shader."

**Agent**:
```
Nodes needed:
1. Simple Noise (scale: 20)
2. Property: _DissolveAmount (0-1)
3. Step (Edge: DissolveAmount, In: Noise)
4. Connect Step to Alpha
5. Set Alpha Clip Threshold to 0.5
6. Optional: Add edge glow with Smoothstep
```

### Example 2: Hologram Shader
**User**: "Make a hologram material."

**Agent**:
```
1. Fresnel Effect (Power: 3)
2. Multiply with HDR color for rim glow
3. Add scanlines: Frac(UV.y * 100 + Time)
4. Step(0.5, scanlines) for hard lines
5. Multiply rim * scanlines * base color
6. Output to Emission (Unlit shader)
```

### Example 3: Material Properties
**User**: "Expose color and smoothness."

**Agent**:
```
Properties to create:
- _BaseColor (Color, HDR: false)
- _Smoothness (Float, Range 0-1, Default 0.5)
- _Metallic (Float, Range 0-1, Default 0)

Connect to PBR Master node outputs.
```

## Pipeline Compatibility
- **URP**: Full support, use URP shaders
- **HDRP**: Full support, more features
- **Built-in**: Limited, use Amplify Shader instead



---

## TDD Contract

> ⚠️ **Legacy Skill — Refactor Pending**
> Este skill NO tiene tests automatizados aún. El siguiente boilerplate es un punto de partida.

```csharp
// Escribe estos tests ANTES de implementar:

// Test 1: should [expected behavior] when [condition]
[Test]
public void ShaderGraphExpert_Should{ExpectedBehavior}_When{Condition}()
{{
    // Arrange
    // TODO: Setup test fixtures
    
    // Act
    // TODO: Execute system under test
    
    // Assert
    Assert.Fail("Not implemented — write test first");
}}

// Test 2: should handle [edge case]
[Test]
public void ShaderGraphExpert_ShouldHandle{EdgeCase}()
{{
    // Arrange
    // TODO: Setup edge case scenario
    
    // Act
    // TODO: Execute
    
    // Assert
    Assert.Fail("Not implemented");
}}

// Test 3: should throw when [invalid input]
[Test]
public void ShaderGraphExpert_ShouldThrow_When{InvalidInput}()
{{
    // Arrange
    var invalidInput = default;
    
    // Act & Assert
    Assert.Throws<Exception>(() => {{ /* execute */ }});
}}
```

### Pasos para completar el TDD:

1. **Descomenta** los tests above
2. **Implementa** la funcionalidad mínima para que compile
3. **Ejecuta** los tests — deben fallar (RED)
4. **Implementa** la funcionalidad real
5. **Verifica** que los tests pasen (GREEN)
6. **Refactorea** manteniendo los tests verdes

---

**Nota**: Este skill fue marcado como `tdd_first: false` durante la auditoría v2.0.1. La sección TDD fue agregada automáticamente pero requiere customización manual para reflejar el comportamiento real del skill.


## Related Skills
- `@vfx-graph-shuriken` - Particle effects
- `@lighting-post-processing` - Lighting setup
- `@procedural-animation-ik` - Shader-driven animation

---
> Converted and distributed by [TomeVault](https://tomevault.io/claim/nlelouche) — claim your Tome and manage your conversions.
<!-- tomevault:4.0:skill_md:2026-04-11 -->

