Installable skillMIT

Unity VFX Graph Skill

Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.

BY a5c-aiUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex↗Cursor◎ChatGPTInstall in a listed agent.

instructions.md

---
name: unity-vfx-graph
description: Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
  domains: [domain:gaming]
  specializations: [specialization:game-development]
  skillAreas: [skill-area:graphics-rendering, skill-area:shader-programming]
  roles: [role:game-developer]
---

# Unity VFX Graph Skill

Visual Effect Graph development for GPU-accelerated particle systems in Unity.

## Overview

This skill provides capabilities for creating high-performance visual effects using Unity's Visual Effect Graph, leveraging GPU compute for millions of particles.

## Capabilities

### Particle Systems
- Create GPU particle systems
- Configure spawn, initialize, update, output contexts
- Handle particle attributes
- Implement particle collision

### Procedural Effects
- Use noise and turbulence
- Implement SDF-based effects
- Create mesh sampling effects
- Build camera-based interactions

### Visual Authoring
- Design effects in VFX Graph editor
- Create subgraphs for reuse
- Implement property sheets
- Build event-driven effects

### Integration
- Connect to C# scripts
- Handle events and parameters
- Integrate with Timeline
- Manage performance budgets

## Prerequisites

- Unity 2021.3+ with VFX Graph package
- SRP (URP or HDRP) project
- Compute shader capable hardware

## Usage Patterns

### Spawning Particles from Code

```csharp
public class VFXController : MonoBehaviour
{
    [SerializeField] private VisualEffect vfx;

    void Start()
    {
        // Set properties
        vfx.SetFloat("SpawnRate", 100f);
        vfx.SetVector3("EmitterPosition", transform.position);
    }

    public void TriggerBurst()
    {
        // Send event
        vfx.SendEvent("OnBurst");
    }
}
```

### Property Binding

```csharp
// Expose VFX properties via C# bindings
vfx.SetInt("ParticleCount", 1000);
vfx.SetGradient("ColorOverLife", gradient);
vfx.SetTexture("ParticleTexture", texture);
```

## Best Practices

1. Use subgraphs for reusable components
2. Profile GPU performance
3. Set particle count limits
4. Use LOD for distant effects
5. Optimize texture sampling

## References

- [VFX Graph Documentation](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.