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validate-urp-render-graph-renderer-feature — Claude Code skill

Reviews a Unity 6 URP ScriptableRendererFeature built on the Render Graph API: material binding, resource wiring, pass structure. Useful before you merge the feature.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Unity-Technologies/skills --skill validate-urp-render-graph-renderer-feature -a claude-code
Open on GitHub

What validate-urp-render-graph-renderer-feature does

The skill reviews your ScriptableRendererFeature and its pass implementation. It checks material binding, texture resource wiring, the static render function, Render Graph descriptor usage and API versioning. You get a summary, confirmed issues, risky assumptions, targeted fixes and corrected snippets.

It also inspects PassData. Every field the render function reads has to be assigned again during the current recording; if some fields survive from a previous frame, the skill flags it. Another common find is a fresh TextureDesc where a descriptor from an existing graph resource would do, such as resourceData.activeColorTexture.GetDescriptor(renderGraph).

For a confident review the skill expects the Unity version, the URP version, the feature and pass code, plus intended behavior and expected inputs and outputs. Without them, some findings land in the risky-assumptions section instead. The source text is cut off, so the full checklist may run longer than what is described here.

What it helps with

  • check material binding in a pass before integrating it
  • spot a texture used as a write target instead of a read source
  • confirm the render function is declared static
  • catch PassData fields left over from a previous frame
  • decide between a graph-derived descriptor and a new one

Example prompts for the agent

  • Review this Unity 6 URP ScriptableRendererFeature: material binding, resources, pass structure
  • Here is the feature and pass code plus intended behavior — tell me what breaks
  • Check whether PassData keeps a stale handle between frames

How to install validate-urp-render-graph-renderer-feature

1Skills CLI (Vercel)

npx skills add Unity-Technologies/skills --skill validate-urp-render-graph-renderer-feature -a claude-code

2Manually: put the files in place

~/.claude/skills/validate-urp-render-graph-renderer-feature/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/validate-urp-render-graph-renderer-feature/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about validate-urp-render-graph-renderer-feature

How do I install validate-urp-render-graph-renderer-feature in Claude?

Run npx skills add Unity-Technologies/skills --skill validate-urp-render-graph-renderer-feature -a claude-code. The skill lands in ~/.claude/skills/validate-urp-render-graph-renderer-feature/SKILL.md.

What does validate-urp-render-graph-renderer-feature do?

It reviews a Unity 6 URP ScriptableRendererFeature and its pass on the Render Graph API: material binding, resource wiring, the static render function, descriptors and API versions. You get a list of issues with minimal fixes.

What input does the skill need?

The Unity version, the URP version, the feature and pass code, intended behavior and expected inputs and outputs. Without that context, some findings move into the risky-assumptions section.

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