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unity-shaders-renderingUnity shaders rendering 命令行

Agent Skill

unity-shaders-rendering 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

428

周安装

18

GitHub Stars

33

下载量

150
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-shaders-rendering(Unity shaders rendering 命令行)
来源仓库:https://github.com/josiahsiegel/claude-plugin-marketplace
仓库路径:skills/unity-shaders-rendering
安装命令:
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-shaders-rendering
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-shaders-rendering

简介

Unity 着色器与渲染命令行工具,聚焦图形管线优化。

  • 适用于需要分析渲染性能或调整光照模型的开发场景。
  • 可在 AI 宿主中调用以辅助图形模块的设计与调试。
  • 安装命令:npx skills add https://github.com/josiahsiegel/claude-plugin-marketplace --skill unity-shaders-rendering
  • 注意区分模拟环境与真实 GPU 测试的适用性

SKILL.md

Unity Shaders and Rendering

Overview

Reference for Unity's rendering systems, shader development, lighting configuration, and visual effects. Covers all three render pipelines, Shader Graph, hand-written shaders, and VFX Graph.

Render Pipeline Comparison

FeatureBuilt-in RPURPHDRP
TargetLegacy projectsMobile, VR, wide rangeHigh-end PC/console
Shader languageSurface shaders + HLSLHLSL (no surface shaders)HLSL
Shader GraphYesYesYes
SRP BatcherNoYesYes
Render FeaturesNoYes (ScriptableRendererFeature)Custom Pass
Post-processingPost Processing Stack v2Volume system (built-in)Volume system (built-in)
Ray tracingNoNo (probe-based)Yes (DXR)
PerformanceModerateOptimized for scaleHighest fidelity

Recommendation: Use URP for new projects unless targeting high-end visuals exclusively (HDRP). Built-in RP is legacy -- migrate when possible.

Shader Graph

Getting Started

  1. Right-click in Project: Create > Shader Graph > URP > Lit Shader Graph
  2. Double-click to open Shader Graph editor
  3. Build node network connecting to Master Stack outputs
  4. Create a Material using the shader, assign to renderers

Master Stack Outputs (URP Lit)

OutputTypePurpose
Base ColorColor (RGB)Albedo/diffuse color
NormalVector3Tangent-space normal map
MetallicFloat (0-1)Metal vs. dielectric
SmoothnessFloat (0-1)Roughness inverse
EmissionColor (RGB)Self-illumination
AlphaFloat (0-1)Transparency
Alpha Clip ThresholdFloatCutoff for alpha testing

Common Node Patterns

EffectKey Nodes
DissolveNoise > Step > Alpha Clip + Edge emission
Scrolling UVTime > Multiply > Add to UV
Fresnel glowFresnel Effect > Multiply color > Emission
Triplanar mappingTriplanar node (avoids UV stretching)
Color shiftLerp between colors using parameter or time
Vertex displacementNoise > Multiply > Add to Position
OutlineTwo-pass: inverted hull in custom render feature

Shader Graph Sub Graphs

Extract reusable node groups into Sub Graphs (Create > Shader Graph > Sub Graph). Use for shared noise functions, UV transformations, or custom lighting models.

Hand-Written Shaders (ShaderLab + HLSL)

URP Shader Structure

Shader "Custom/SimpleUnlit"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }

        Pass
        {
            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct Varyings
            {
                float4 positionHCS : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            CBUFFER_START(UnityPerMaterial)
                float4 _MainTex_ST;
                half4 _Color;
            CBUFFER_END

            Varyings vert(Attributes IN)
            {
                Varyings OUT;
                OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
                OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
                return OUT;
            }

            half4 frag(Varyings IN) : SV_Target
            {
                half4 tex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv);
                return tex * _Color;
            }
            ENDHLSL
        }
    }
}

Key differences from Built-in shaders:

  • Use HLSLPROGRAM/ENDHLSL (not CGPROGRAM/ENDCG)
  • Include URP shader library, not UnityCG.cginc
  • Use TEXTURE2D/SAMPLER macros (not sampler2D)
  • Wrap properties in CBUFFER_START(UnityPerMaterial) for SRP Batcher compatibility

Lighting

Light Types

TypeUse ForShadow Cost
DirectionalSun, global illuminationLow (cascaded shadow maps)
PointTorches, lampsMedium
SpotFlashlights, stage lightsMedium
Area (baked only)Soft window light, panelsHigh (bake only)

Lighting Modes

ModeDescriptionBest For
RealtimeComputed every frameDynamic objects, few lights
BakedPre-computed into lightmapsStatic environments
MixedBaked indirect + realtime directBest balance

Lightmap Baking Tips

  • Set lightmap resolution based on scene scale (10-40 texels/unit for indoor)
  • Use Light Probes for dynamic objects in baked scenes
  • Use Reflection Probes for metallic/reflective surfaces
  • Enable GPU Lightmapper for faster bake times
  • Mark objects as Contribute GI in the Static flags

Post-Processing (Volume System)

Setup:
1. Add a Volume (Global or Local) to the scene
2. Create a Volume Profile asset
3. Add overrides: Bloom, Color Adjustments, Tonemapping, etc.
4. Camera must have Post Processing enabled (URP Camera settings)
EffectPerformanceNotes
BloomLowUse threshold to control intensity
Color AdjustmentsVery LowSaturation, contrast, color filter
TonemappingVery LowACES for cinematic look
VignetteVery LowFrame darkening
Ambient Occlusion (SSAO)MediumDisable on mobile
Depth of FieldHighUse Bokeh only for cinematics
Motion BlurMediumCan cause motion sickness in VR

VFX Graph vs Particle System

FeatureParticle System (Shuriken)VFX Graph
ExecutionCPUGPU (compute shader)
Particle countThousandsMillions
ComplexityComponent-based, simpleNode-based, complex
PlatformAllCompute shader capable only
IntegrationPhysics, collisionLimited physics

Use Particle System for gameplay-integrated effects (physics collisions, small counts). Use VFX Graph for visual spectacles (rain, fire, magic, ambient particles).

URP Render Features

Extend URP rendering with custom ScriptableRendererFeatures:

public class OutlineFeature : ScriptableRendererFeature
{
    OutlinePass _pass;

    public override void Create()
    {
        _pass = new OutlinePass();
        _pass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData data)
    {
        renderer.EnqueuePass(_pass);
    }
}

Common uses: custom outlines, screen-space effects, render texture generation, stencil-based effects.

Additional Resources

Reference Files

  • references/shader-recipes.md -- Complete shader implementations: toon/cel shading, water, dissolve, hologram, force field, procedural skybox, stencil portal, vertex animation, custom lighting models
  • references/lighting-vfx-detail.md -- Advanced lighting setups, GI troubleshooting, VFX Graph cookbook (fire, smoke, electricity, portals), Scriptable Render Pipeline customization, custom render passes

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02

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能力 2

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能力 3

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能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.7%
按下载量换算54

Claude

31.28%
按下载量换算47

Cursor

19.1%
按下载量换算29

Gemini CLI

10.54%
按下载量换算16

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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