unity-shaders-hdrplisted
Install: claude install-skill TheArcForge/hades-plugin
# Unity Shaders — HDRP
Guidance for High Definition Render Pipeline rendering work: HDRP material types and when to use them, the Custom Pass framework, the Volume system for per-area blending, ray tracing hardware requirements, and safe patterns for HDRP Shader Graph.
## When to Apply
Activate when the conversation involves:
- Setting up HDRP Lit, Unlit, StackLit, Fabric, Hair, or Eye materials
- Creating or editing `.shadergraph` assets targeting HDRP
- Writing a `CustomPass` C# class (fullscreen or object pass)
- Configuring Volume profiles for different areas of the scene
- Evaluating or enabling ray tracing features (reflections, shadows, AO)
- Diagnosing HDRP-specific compile errors or missing shader features
- Optimizing HDRP scenes for PC/console performance targets
- Using HDRP's decal system or the Decal Projector component
Do NOT activate for URP questions — redirect to `hades:unity-shaders-urp`. Do NOT activate for VFX Graph particle shaders — redirect to `hades:unity-vfx`.
## Project Context Check
Before making recommendations:
1. **Confirm the render pipeline:**
- Call `project_settings(section: "renderPipeline")` — CRITICAL first step. If the result indicates URP, stop and redirect to `hades:unity-shaders-urp`. If Built-in, warn the user and note the migration path.
- Confirm the `HDRenderPipelineAsset` is assigned in Project Settings > Graphics.
2. **Understand existing shader assets:**
- Call `search_by_name("*.shadergraph")` to inventory Sha