Atlas / Skills / besty0728 / Shadergraph

ShadergraphSAFE

skills/besty0728/shadergraph

AI automation skills specifically designed for Unity

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
1,823
01

Overview

AI automation skills specifically designed for Unity

Read from source at commit 7635012e8e68OBSERVED · 2026-10-10
02

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: unity-shadergraph
description: Create and inspect Shader Graph assets
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Creating a Shader Graph
- Inspecting graph structure
- Making controlled blackboard/node edits
- 创建 Shader Graph、检查其结构、对黑板/节点做受控编辑

# ShaderGraph Skills

Shader Graph asset workflows for Unity 2022.3+ with source-backed template handling, MultiJson inspection, and constrained internal-editor reflection writes.

## Operating Mode

- Query skills (`shadergraph_list_templates`, `shadergraph_list_assets`, `shadergraph_get_info`, `shadergraph_get_structure`, `shadergraph_list_supported_nodes`, `shadergraph_list_properties`, `shadergraph_list_keywords`) are `SkillMode.SemiAuto` — they run in all three modes without grant.
- All other mutators (create graph / subgraph, add/move/connect/disconnect node, set node defaults/settings, add/update property/keyword, reimport) are `SkillMode.FullAuto` — under **Approval** they need user grant (grant triggers one server-side execute returning the result); under **Auto** / **Bypass** they execute directly.
- `shadergraph_remove_node`, `shadergraph_remove_property`, `shadergraph_remove_keyword` carry `SkillOperation.Delete` and are **auto-forbidden** in Approval / Auto modes (NeverInSemi). Only **Bypass** or the user-managed **Allowlist** can run them.

## Reflection Fragility

This module reaches into `UnityEditor.ShaderGraph` and `UnityEditor.ShaderGraph.Internal` via reflection (see `ShaderGraphReflectionHelper.cs` and `ShaderGraphNodeRegistry.cs`). The supported node whitelist, slot layout, and settings keys are version-pinned to `com.unity.shadergraph` 14.0.x (Unity 2022.3) with limited Unity 6 coverage. Treat the following as a hard contract:

- Never assume an internal type, field, or slot id exists from memory — always cross-check with `shadergraph_list_supported_nodes` and `shadergraph_get_structure` first.
- If a Shader Graph package update changes internal types or `MultiJson` schema, mutators may fail or silently no-op until the registry is updated.
- If a skill returns an error mentioning a reflection / type lookup failure, do not retry with different argument shapes — report the version mismatch and stop.

## Guardrails

**Routing**:
- HLSL text shaders: use `shader_*`
- Shader Graph / Sub Graph assets: use this module
- Source-anchored design guidance before proposing graph architecture: load [shadergraph-design](../shadergraph-design/SKILL.md)

**Runtime-first rules**:
- Always call `shadergraph_get_structure` before any node-level edit; treat returned `nodeId` and `slotId` as the only valid identifiers
- Never invent slot names, node ids, or template availability from memory
- `shadergraph_set_node_defaults` only applies to unconnected input slots; if the slot is connected, disconnect first
- `shadergraph_set_node_settings` only writes the whitelist exposed by `shadergraph_list_supported_nodes`
- `PropertyNode` only binds existing blackboard properties; create the property first with `shadergraph_add_property`
- SubGraph editing is limited to ordinary nodes; this module does not edit `SubGraphOutputNode` structure

**Validated behavior**:
- Unity 2022.3 + `[email protected]` does not ship `GraphTemplates/`; `shadergraph_create_graph` falls back to blank graph creation
- Unity 6 ShaderGraph packages may provide actual template directories; template listing and template-copy creation remain available there
- The supported node subset is runtime-filtered. The shared overlap is 28 nodes in live validation, while `AppendVectorNode` is currently Unity 6 only

## Skills

### `shadergraph_list_templates`
List Shader Graph templates shipped by the installed package.

### `shadergraph_create_graph`
Create a Shader Graph asset from a package template or blank fallback.

### `shadergraph_create_subgraph`
Create a blank Shader Sub Graph asset with a configured output slot.

### `shadergraph_list_assets`
List Shader Graph and Sub Graph assets in the project.

### `shadergraph_get_info`
Get a high-level summary of a Shader Graph or Sub Graph asset.

### `shadergraph_get_structure`
Inspect the live graph structure. Returns real `nodeId`, `position`, `slots`, `edges`, `properties`, and `keywords`.

### `shadergraph_list_supported_nodes`
List the constrained node whitelist, supported versions, slots, and editable settings.

### `shadergraph_add_node`
Add a supported node by `nodeType` with optional initial settings and position.

### `shadergraph_remove_node`
Remove a node by serialized `nodeId`; related edges are removed together.

### `shadergraph_move_node`
Move a node by serialized `nodeId`.

### `shadergraph_connect_nodes`
Connect a specific output slot to a specific input slot using `nodeId + slotId`.

### `shadergraph_disconnect_nodes`
Disconnect one exact edge using the same four-tuple.

### `shadergraph_set_node_defaults`
Set the default value of an unconnected input slot.

### `shadergraph_set_node_settings`
Write whitelisted node settings only.

### `shadergraph_list_properties`
List graph blackboard properties.

### `shadergraph_add_property`
Add a constrained blackboard property.

### `shadergraph_update_property`
Update a constrained blackboard property.

### `shadergraph_remove_property`
Remove a graph property.

### `shadergraph_list_keywords`
List graph blackboard keywords.

### `shadergraph_add_keyword`
Add a graph keyword.

### `shadergraph_update_keyword`
Update a graph keyword.

### `shadergraph_remove_keyword`
Remove a graph keyword.

### `shadergraph_reimport`
Force reimport of a Shader Graph asset after external edits.

## Workflow

1. Create or locate the target graph.
2. Read `shadergraph_ge
03

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-10 · audit v0.4.1 · source sha 7635012e8e68full audit observations/trust-audit/skill/besty0728__shadergraph.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-107635012e8e68SAFEB89first audit
05

Questions

What does the Shadergraph skill do?

AI automation skills specifically designed for Unity

Is Shadergraph safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can Shadergraph access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

How current is this page?

The grade is for one exact copy of the source (7635012e8e68), read on 2026-10-10. The repository is watched, and a new audit runs when it changes — this is the first audit.

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