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skills/unity-feature-implementation/specializations/shaders.md
970 Bytes · Oct 4, 2026 · 12:29 UTC
# Shaders Specialization ## Use when Use for ShaderLab, Shader Graph, materials, render features, custom passes, post-processing, lighting behavior, and GPU visual logic. ## Inspect first - active render pipeline - target platforms - shader model requirements - material usage - renderer features - shader variants - existing style and conventions - performance constraints ## Implementation rules - Match the active pipeline. - Avoid unsupported APIs for target platforms. - Preserve material property names where assets depend on them. - Use consistent shader property naming. - Avoid unnecessary variants. - Consider SRP Batcher compatibility. - Do not create material instances per frame. - Cache shader property IDs in hot paths. - Separate authoring controls from runtime-only values. ## Validation - shader compilation - representative materials - target pipeline - Console warnings - visual inspection - platform restrictions - performance when relevant
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