Unity VFX Graph Skill

SkillDev tools

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

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the Unity VFX Graph Skill skill

What this skill tells your AI

The instructions your AI receives, as published by a5c-ai/babysitter in library/specializations/game-development/skills/unity-vfx-graph/SKILL.md and read by ahel’s review.

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

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

// 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

Signals

GitHub stars
2k
Forks
112
Last commit
Sep 2026
Advanced
Item type
skill
Key
unity-vfx-graph
Source
github.com/a5c-ai/babysitter