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Create and inspect Shader Graph assets — create graphs, inspect structure, and perform constrained blackboard and node editing.
Passed 12 of 19 test cases with the skill, and 5 of 19 without it.
and 5 more in the full report
8 fixed6 passed either way8 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
We are running in Approval operating mode and need to remove an unused Multiply node from `Assets/Shaders/VFX.shadergraph`. Will calling `shadergraph_remove_node` execute directly in Approval mode?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies that delete operations like shadergraph_remove_node are auto-forbidden in Approval mode without bypass or allowlist | Missed | Passed |
The instructions your model reads when the skill loads.
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.
Shader Graph asset workflows for Unity 2022.3+ with source-backed template handling, MultiJson inspection, and constrained internal-editor reflection writes.
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.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.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:
shadergraph_list_supported_nodes and shadergraph_get_structure first.MultiJson schema, mutators may fail or silently no-op until the registry is updated.Routing:
shader_*Runtime-first rules:
shadergraph_get_structure before any node-level edit; treat returned nodeId and slotId as the only valid identifiersshadergraph_set_node_defaults only applies to unconnected input slots; if the slot is connected, disconnect firstshadergraph_set_node_settings only writes the whitelist exposed by shadergraph_list_supported_nodesPropertyNode only binds existing blackboard properties; create the property first with shadergraph_add_propertySubGraphOutputNode structuretest cases passed, vs 5 / 19 without
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