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Snapshot Sep 30, 2026 · 23:16 UTC · version 0.1.6-beta
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{
"description": "Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.",
"included_files": [
{
"relative_path": "resources/all_hints.hlsl",
"size_in_bytes": 5249
}
],
"name": "shader-graph-create-custom-node",
"skill_md_contents": "---\nname: shader-graph-create-custom-node\ndescription: \"Generates custom Shader Graph nodes from HLSL code. Use when the user wants to create a new Shader Graph node or make existing HLSL code work as a reflected function node.\"\nrequired_packages:\n com.unity.shadergraph: \">=17.5.0\"\n---\n# Generating a custom Shader Graph node\n\n## Step 1: Generate an HLSL function definition\n- The function must be preceded by the preprocessor define `UNITY_EXPORT_REFLECTION`\n\n## Step 2: Decorate with Shader Graph hint tags\n- See `resources/all_hints.hlsl` for all valid hint tags and usage patterns\n- C#-style documentation tags are supported outside of `funchints` or `paramhints` blocks\n- Required function hints:\n - `sg:ProviderKey`\n - `sg:SearchCategory`\n - `sg:SearchTerms`\n - `sg:DisplayName`\n\n## Step 3: Write the code to an asset\n- Search the project for a `ShaderInclude` asset (`.hlsl`) that already contains custom Shader Graph nodes\n- If a matching asset exists, show the user its current contents and ask for confirmation before appending the new code\n- If no matching asset exists, create a new `.hlsl` asset\n- Ensure the file begins with `#include \"ShaderApiReflectionSupport.hlsl\"`\n"
}SHA-256 of public snapshot: fb1d5c25675ff1ac25e146f37e97cbe1ce72f5534a1e06d14d993ade2b323878