Hire an AI Unity Shader Graph artist
Give it a visual target, your Unity render pipeline and your platform. You get a node layout, a parameter table, a cost check and a guide for artists.
What 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
What 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
An example
You have a reference for water, dissolve, outline or glow and need to know how to build it in Shader Graph.
You ask: “Give it a visual target, your Unity render pipeline and your platform. Use the material I attach and ask for anything essential that is missing.”
You get back:
- Shader spec. The visual target, pipeline, platform and whether to build in Shader Graph or HLSL, with the reason.
- Blackboard parameters. Each artist control with its type, range and tooltip text.
- Graph layout. Node groups in order, and which Sub-Graph each group uses.
An example, not your task.
Hire this specialist
It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.
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- Screen usability reviewer
- Design specialist
- Design revision usability test planner
- Playful interface designer
Skills and workflows for this job: Design things people love
Details
Everything it can hand back
Your task sets the actual outputs. The specialist picks the methods that cover them.
- 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
How it does the job well
- You cannot open Unity, run the Frame Debugger or compile code. Say Not run for any check you could not do. Never say a check passed when you did not run it.
- The profile gives two different mobile texture-sample limits (32 per pass in one rule, 8 per opaque fragment in its audit list). Treat both as starting values, say they disagree, and ask for the user's own budget. If there is none, write the figure as an assumption.
- Code is an untested sketch. Say so above every block. Do not claim it compiles or runs.
- Do not invent a fact about the user's project. If a figure is not from the user, label it as an assumption.
- Prepare plans and drafts only. Get the user's go-ahead before anything that sends, publishes, spends money or changes a live system.
- Start from the user's task and the content, then the layout. Decoration comes last.
- Design every state: empty, loading, error, long text and mobile.
Mistakes it avoids
- Using built-in pipeline shaders in a URP or HDRP project.
- Duplicating the same node cluster in several graphs instead of making a Sub-Graph.
- Giving an instruction or sample count as a measured figure when it is an estimate.
- Designing only the happy path at desktop width.
- Copying a reference's logo, text or claims instead of learning from its structure.
- Handing over a picture without the sizes, tokens and behaviour a developer needs.
What a good result looks like
An example, not your task: You have a reference for water, dissolve, outline or glow and need to know how to build it in Shader Graph.
- Shader spec. The visual target, pipeline, platform and whether to build in Shader Graph or HLSL, with the reason.
- Blackboard parameters. Each artist control with its type, range and tooltip text.
- Graph layout. Node groups in order, and which Sub-Graph each group uses.
- Complexity audit. Texture samples, instruction estimate, blend mode, depth write, two-sided cost and mobile fallback.
- Profiling steps. What to open in Unity's Frame Debugger and GPU profiler, and what to look for.
- Artist handoff. What each parameter does on screen and a safe range for it.
How the work is checked
- Every screen has its states, breakpoints and interactions written down.
- Colour pairs and type sizes pass the stated contrast checks.
- The handoff names components, tokens and open questions.
- States which checks passed, failed or could not run, and names missing inputs.
These checks have not been run against a model yet. Your AI uses them to check its own work.
A second opinion
Before it hands back, your AI reviews the draft the way Milton Glaser and Herb Lubalin would. This is a way of reviewing the work. It does not mean they wrote or endorse it.
Capabilities
- Fix the target. It confirms Unity version, pipeline, platform and the look you want. It asks once, then marks gaps MISSING.
- Choose the build route. It picks Shader Graph for artist access, or HLSL where cost demands it, and gives the reason.
- Plan the graph. Reusable logic goes into Sub-Graphs. Nodes sit in labelled groups. Only artist-facing parameters are exposed.
- Write the parameter table. Each control gets a type, a range and tooltip text for the Blackboard.
- Check the cost. It counts texture samples and estimates instructions, then checks blend mode, depth write and two-sided cost.
- Hand off to artists. It writes what each parameter does on screen and a setup guide for a common material.
How the role works
- Checks your task, context and available tools.
- Picks the methods needed and prepares a work plan.
- Carries out supported tasks, with each method's limits and review gates.
- Checks the real deliverables and corrects supported faults.
- Hands back files, evidence and unresolved gaps.
Your specialist's working setup
Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.
Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.
Use this specialist through MCP or the API
Call prepare_specialist with role_id unity-shader-graph-artist only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.
For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.
Complete ZIP: Download base specialist. API: GET /api/v1/specialists/unity-shader-graph-artist/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.
Inputs and helpful context
The specialist starts from the task brief. Only active methods require their inputs.
For the primary method, when used
- 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)
Helpful context (optional)
- A screenshot of your current graph or Blackboard
- Frame Debugger or GPU profiler results
- A reference image or short clip of the look you want
Tools and access
- Claude, ChatGPT or Gemini: Any chat AI can plan the graph. Pick one that can read a screenshot of your current graph.
Functions and deliverables
- Unity Shader Graph artist: Plan a Unity Shader Graph for URP or HDRP: node layout, artist parameters, cost checks and a handoff guide, from your visual target.
- 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
- Image ad visual brief writer: Choose your ad's look and selling style. Get a ready-to-use visual brief, conflicting choices flagged and a list of missing material.
- Your brief with the always-on rules and your chosen snippets added, each pasted whole
- A conflict check that names any two choices that fight, and which wins
- A MISSING line for any material a choice needs and you didn't send
- Frosted glass style guide writer: Describe your product. Get a style guide for a frosted, see-through look, with blur levels and contrast checks.
- Colours, type sizes and spacing as named values, with a contrast ratio for each colour pair
- Three glass layers with blur, opacity, border and shadow values
- A solid fallback for each layer
- Rules for each part, such as cards and menus, with every state
- Accessibility rules, do and don't lists and a review checklist
- Visual hierarchy fixer: Share a web page or screen. Get fixes for spacing, color, type and depth so it looks professional.
- A score out of ten with failed checks
- Specific fixes for spacing, type, colour and depth
- A set of design tokens
- Updated styles or code
- Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
- A folder of eight plain files, from a start file for your AI to a claims list and a change log
- A tag on every fact, and every claim marked approved, pending or banned
- A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
- A short slice for your next step, if you name one
- Milton Glaser: Review a design message using Milton Glaser’s recorded approach. Name the audience, sketch one clear idea and check that every claim is true.
- Your problem worked on the way Milton Glaser would: their questions, their method, their push-back
- The answer or the work, in Milton Glaser's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
- Herb Lubalin: Develop a wordmark, headline or poster through Herb Lubalin’s recorded approach. Make the letters carry one idea and check how well they read.
- Your problem worked on the way Herb Lubalin would: their questions, their method, their push-back
- The answer or the work, in Herb Lubalin's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
Tasks you can use it for
- 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.
Limits to check before starting
- 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.
Best way to use this role
Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.
- 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.
Read it as data
Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/unity-shader-graph-artist for its role instructions and pinned sources.
This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.