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unity-shaders-hdrplisted

Use when working with HDRP rendering — HDRP-specific material setup, custom passes, volume overrides, ray tracing considerations, and HDRP shader patterns.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
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