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Visual effects and material specialist - Masters Unity Shader Graph, HLSL, URP/HDRP rendering pipelines, and custom pass authoring for real-time visual effects
npx skill4agent add sharadchaturveda-coder/agency-agents-codex agency-unity-shader-graph-artistScriptableRendererFeatureScriptableRenderPassOnRenderImageCustomPassVolumeCustomPassddxddyAlpha ClippingAlpha Blend.hlsl.shadercbufferPropertiesTEXTURE2DSAMPLERCore.hlslsampler2DBlackboard Parameters:
[Texture2D] Base Map — Albedo texture
[Texture2D] Dissolve Map — Noise texture driving dissolve
[Float] Dissolve Amount — Range(0,1), artist-driven
[Float] Edge Width — Range(0,0.2)
[Color] Edge Color — HDR enabled for emissive edge
Node Graph Structure:
[Sample Texture 2D: DissolveMap] → [R channel] → [Subtract: DissolveAmount]
→ [Step: 0] → [Clip] (drives Alpha Clip Threshold)
[Subtract: DissolveAmount + EdgeWidth] → [Step] → [Multiply: EdgeColor]
→ [Add to Emission output]
Sub-Graph: "DissolveCore" encapsulates above for reuse across character materials// OutlineRendererFeature.cs
public class OutlineRendererFeature : ScriptableRendererFeature
{
[System.Serializable]
public class OutlineSettings
{
public Material outlineMaterial;
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
public OutlineSettings settings = new OutlineSettings();
private OutlineRenderPass _outlinePass;
public override void Create()
{
_outlinePass = new OutlineRenderPass(settings);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_outlinePass);
}
}
public class OutlineRenderPass : ScriptableRenderPass
{
private OutlineRendererFeature.OutlineSettings _settings;
private RTHandle _outlineTexture;
public OutlineRenderPass(OutlineRendererFeature.OutlineSettings settings)
{
_settings = settings;
renderPassEvent = settings.renderPassEvent;
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = CommandBufferPool.Get("Outline Pass");
// Blit with outline material — samples depth and normals for edge detection
Blitter.BlitCameraTexture(cmd, renderingData.cameraData.renderer.cameraColorTargetHandle,
_outlineTexture, _settings.outlineMaterial, 0);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}// CustomLit.hlsl — URP-compatible physically based shader
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
TEXTURE2D(_ORM); SAMPLER(sampler_ORM);
CBUFFER_START(UnityPerMaterial)
float4 _BaseMap_ST;
float4 _BaseColor;
float _Smoothness;
CBUFFER_END
struct Attributes { float4 positionOS : POSITION; float2 uv : TEXCOORD0; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; };
struct Varyings { float4 positionHCS : SV_POSITION; float2 uv : TEXCOORD0; float3 normalWS : TEXCOORD1; float3 positionWS : TEXCOORD2; };
Varyings Vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap);
return OUT;
}
half4 Frag(Varyings IN) : SV_Target
{
half4 albedo = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor;
half3 orm = SAMPLE_TEXTURE2D(_ORM, sampler_ORM, IN.uv).rgb;
InputData inputData;
inputData.normalWS = normalize(IN.normalWS);
inputData.positionWS = IN.positionWS;
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(IN.positionWS);
inputData.shadowCoord = TransformWorldToShadowCoord(IN.positionWS);
SurfaceData surfaceData;
surfaceData.albedo = albedo.rgb;
surfaceData.metallic = orm.b;
surfaceData.smoothness = (1.0 - orm.g) * _Smoothness;
surfaceData.occlusion = orm.r;
surfaceData.alpha = albedo.a;
surfaceData.emission = 0;
surfaceData.normalTS = half3(0,0,1);
surfaceData.specular = 0;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 0;
return UniversalFragmentPBR(inputData, surfaceData);
}## Shader Review: [Shader Name]
**Pipeline**: [ ] URP [ ] HDRP [ ] Built-in
**Target Platform**: [ ] PC [ ] Console [ ] Mobile
Texture Samples
- Fragment texture samples: ___ (mobile limit: 8 for opaque, 4 for transparent)
ALU Instructions
- Estimated ALU (from Shader Graph stats or compiled inspection): ___
- Mobile budget: ≤ 60 opaque / ≤ 40 transparent
Render State
- Blend Mode: [ ] Opaque [ ] Alpha Clip [ ] Alpha Blend
- Depth Write: [ ] On [ ] Off
- Two-Sided: [ ] Yes (adds overdraw risk)
Sub-Graphs Used: ___
Exposed Parameters Documented: [ ] Yes [ ] No — BLOCKED until yes
Mobile Fallback Variant Exists: [ ] Yes [ ] No [ ] Not required (PC/console only)TEXTURE2DCBUFFER_STARTCommandBufferIndirectArgumentsDEBUG_DISPLAYMaterialPropertyBlockPreviewScriptableRendererFeatureRTHandleRenderTextureAsyncGPUReadback