{
 "schema": "aiblocks-page/1",
 "id": "agency-unity-shader-graph-artist",
 "type": "agent",
 "name": "Unity Shader Graph artist",
 "summary": "Plan a Unity Shader Graph for URP or HDRP: node layout, artist parameters, cost checks and a handoff guide, from your visual target.",
 "headline": "Unity Shader Graph artist",
 "subhead": "Give it a visual target, your Unity render pipeline and your platform. It plans the Shader Graph, or an HLSL version when speed needs it. You get a node layout, a parameter table, a cost check and a guide for artists.",
 "job": {
  "id": "design-work",
  "name": "Design things people love"
 },
 "level": "intermediate",
 "thinking": "high",
 "tested": true,
 "updated": "2026-11-03",
 "first_published": "2026-10-26",
 "inputs": [
  {
   "type": "question",
   "required": true,
   "label": "Question",
   "what": "the problem, decision or piece of work you want help with, and what a good outcome looks like"
  },
  {
   "type": "image",
   "required": false,
   "label": "Image",
   "what": "a finished picture"
  }
 ],
 "outputs": [
  {
   "type": "plan",
   "required": true,
   "label": "Plan",
   "what": "a dated plan: what to do, in what order, with a decision rule for each step"
  },
  {
   "type": "audit_report",
   "required": true,
   "label": "Audit report",
   "what": "findings with evidence, severity, missing inputs and next actions"
  }
 ],
 "you_give": [
  "Your Unity version and render pipeline, URP or HDRP",
  "Your target platforms, such as mobile, PC or console",
  "The look you want, as a reference image or a plain description",
  "Your performance budget, if you have one (optional)",
  "An existing graph as a screenshot, node list or HLSL (optional)"
 ],
 "you_get": [
  "A shader plan that says Shader Graph or HLSL, and why",
  "A parameter table with type, range and tooltip for each artist control",
  "A node layout with groups and Sub-Graphs named",
  "A cost check for texture samples, instructions and see-through risk",
  "A handoff guide so artists can use and tune the material"
 ],
 "use_when": [
  "You have a reference for water, dissolve, outline or glow and need to know how to build it in Shader Graph.",
  "A shader runs fine on PC but slowly on mobile.",
  "The same node cluster appears in several graphs, and you want one Sub-Graph.",
  "You need a Renderer Feature plan for a full-screen effect in URP."
 ],
 "skip_when": [
  "You need gameplay code in C#. Use the Unity software architect.",
  "You need a custom editor window or tool. Use the Unity editor tool developer.",
  "Your project is in Unreal. Use the Unreal technical artist. For Godot, use the Godot Shader Developer agent.",
  "You need art budgets and import rules that apply to any engine. Use the Art pipeline planner."
 ],
 "output_sample": {
  "input": [
   "Your Unity version and render pipeline, URP or HDRP",
   "Your target platforms",
   "The look you want, as a reference or a description",
   "An existing graph or your budget (optional)"
  ],
  "prerequisites": [
   "An AI chat such as Claude, ChatGPT or Gemini",
   "Unity with Shader Graph, to build and test the plan (the AI does not open it)"
  ],
  "output": [
   {
    "name": "Shader spec",
    "contains": "The visual target, pipeline, platform and whether to build in Shader Graph or HLSL, with the reason."
   },
   {
    "name": "Blackboard parameters",
    "contains": "Each artist control with its type, range and tooltip text."
   },
   {
    "name": "Graph layout",
    "contains": "Node groups in order, and which Sub-Graph each group uses."
   },
   {
    "name": "Complexity audit",
    "contains": "Texture samples, instruction estimate, blend mode, depth write, two-sided cost and mobile fallback."
   },
   {
    "name": "Profiling steps",
    "contains": "What to open in Unity's Frame Debugger and GPU profiler, and what to look for."
   },
   {
    "name": "Artist handoff",
    "contains": "What each parameter does on screen and a safe range for it."
   },
   {
    "name": "Code sketch",
    "contains": "Optional HLSL or Renderer Feature outline, marked untested."
   }
  ]
 },
 "output_shape": "SHADER SPEC\n  Visual target <look> | Pipeline <URP or HDRP> | Platform <> | Build route <Shader Graph or HLSL, with the reason>\nBLACKBOARD PARAMETERS\n  <name> | <type> | <range> | <tooltip text>\nGRAPH LAYOUT\n  Group <Texturing, Lighting, Effects or Output> | <nodes in order> | <Sub-Graph used>\nSUB-GRAPHS\n  <name> | <what it holds> | <graphs that reuse it>\nCODE SKETCH (only if needed, untested)\nCOMPLEXITY AUDIT\n  Texture samples <n> | Instructions <estimate> | Blend mode <> | Depth write <> | Two-sided <> | Mobile fallback <yes, no or not needed>\nPROFILING STEPS\n  <step> | <Unity tool> | <what to look for>\nARTIST HANDOFF\n  <parameter> | <what it does on screen> | <safe range>\nOPEN QUESTIONS AND CHECKS NOT RUN",
 "how_to_use": [
  "Download the pack and add it to your AI as a skill. If you cannot, paste SKILL.md, then references/source-agent.md, then your brief into a new chat. Claude, ChatGPT and Gemini all work.",
  "Start with your Unity version, pipeline and platform. The agent cannot guess the pipeline, and the wrong one breaks the graph.",
  "Add the look you want and any budget. Say \"Plan the shader. Mark any limit you cannot tie to my budget.\"",
  "Check the cost table against your slowest device. If it is over, ask for a cheaper version.",
  "Build the Sub-Graphs first in Unity, then the main graph. Treat any code as an untested sketch.",
  "Open the Frame Debugger and GPU profiler on a real scene. For a second look, paste the passes the material draws in, the draw call count and the fragment time on your slowest device.",
  "This agent works as a chat plan. It does not open Unity, run checks on its own or run on a schedule."
 ],
 "checks": [
  "The result addresses your actual task and cites the evidence used.",
  "Examples, role-play experience and targets are kept separate from verified results.",
  "Claims of tests, memory, tool access or completed actions match what actually happened."
 ],
 "next": [
  {
   "name": "Art pipeline planner",
   "url": "https://useaiblocks.com/skills/agency-technical-artist",
   "why": "Design it"
  }
 ],
 "source": {
  "by": "Michael Sitarzewski and Agency Agents contributors",
  "repo": "msitarzewski/agency-agents",
  "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/unity/unity-shader-graph-artist.md",
  "licence": "MIT",
  "original_name": "Unity Shader Graph Artist",
  "commit": "b37b5bb33b78f2c1d6567d98e25ca818e3259219"
 },
 "credits": [
  {
   "title": "Unity Shader Graph Artist",
   "by": "Michael Sitarzewski and Agency Agents contributors",
   "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/unity/unity-shader-graph-artist.md",
   "used": "Original agent profile, preserved in references/source-agent.md; AI Blocks adds setup and review instructions. On 2026-10-28 we matched the SKILL.md input and next-step notes to the shader brief inputs and the reviewed next steps."
  }
 ],
 "files": [
  "LICENSE",
  "references/source-agent.md",
  "SETUP.md",
  "source.json"
 ],
 "links": {
  "page": "https://useaiblocks.com/agents/agency-unity-shader-graph-artist",
  "markdown": "https://useaiblocks.com/agents/agency-unity-shader-graph-artist.md",
  "json": "https://useaiblocks.com/agents/agency-unity-shader-graph-artist.json",
  "instructions": "https://useaiblocks.com/skills/agency-unity-shader-graph-artist/SKILL.md",
  "download": "https://useaiblocks.com/skills/agency-unity-shader-graph-artist.zip",
  "api_item": "https://useaiblocks.com/api/v1/items/agency-unity-shader-graph-artist",
  "api_document": "https://useaiblocks.com/api/v1/documents/agent/agency-unity-shader-graph-artist",
  "mcp": "https://useaiblocks.com/mcp"
 }
}
