brainstorming
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
unity-urpUniversal Render Pipeline configuration skill for Unity, including custom shaders, lighting setup, post-processing effects, and render feature development.
Independent GitHub snapshot · Automated classification · Original documentation governs
Comprehensive Universal Render Pipeline configuration and customization for Unity projects.
This skill provides capabilities for configuring and extending Unity's Universal Render Pipeline, including shader development, lighting configuration, post-processing setup, and custom render feature implementation.
1. Create new Shader Graph (Create > Shader Graph > URP > Lit Shader Graph)
2. Configure surface options (opaque/transparent)
3. Add nodes for desired effect
4. Connect to master stack outputs
5. Save and apply to material
public class OutlineRenderFeature : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
{
public RenderPassEvent renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
public Material outlineMaterial;
}
public Settings settings = new Settings();
private OutlineRenderPass renderPass;
public override void Create()
{
renderPass = new OutlineRenderPass(settings);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(renderPass);
}
}
const urpSetupTask = defineTask({
name: 'urp-configuration',
description: 'Configure URP settings',
inputs: {
qualityTier: { type: 'string', required: true },
features: { type: 'array', required: true }
},
async run(inputs, taskCtx) {
return {
kind: 'skill',
title: 'Configure URP pipeline',
skill: {
name: 'unity-urp',
context: {
operation: 'configure_pipeline',
qualityTier: inputs.qualityTier,
features: inputs.features
}
}
};
}
});