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Rivac AI Labs
Game Development

Unity Shader Graph Artist

Shader Graph and HLSL are how a Unity game gets its visual identity, stylized toon shading, believable PBR materials, or the post-processing stack that makes URP or HDRP actually look like your art direction instead of the default template. We build custom materials, VFX shaders, and post-processing chains tuned to your render pipeline and target hardware, and we keep them editable in Shader Graph so your artists can tweak parameters without writing HLSL by hand. This is for teams whose art is being held back by stock shaders, whose custom shaders break on certain hardware, or who are migrating between URP and HDRP and need materials rebuilt correctly rather than just recompiled. We leave a shader library that matches your art direction and keeps performing on your minimum-spec hardware.

This is a capability we deliver for you as a service, not a role we’re hiring for.

How We’d Approach This

A clear, staged plan, not a black box

These are the service-specific steps inside our six-step process.

  1. 1

    Review your art direction and current materials against target hardware to see what's achievable in budget.

  2. 2

    Build one hero shader or effect in Shader Graph and validate it on your lowest-spec target device.

  3. 3

    Review the look and performance with your art director before it becomes the template for the rest of the game.

  4. 4

    Extend the pattern into a reusable shader library artists can parameterize without engineering support.

What You Get

Deliverables from this engagement

  • A custom Shader Graph material/VFX library matched to your art direction
  • A URP/HDRP post-processing profile tuned to target hardware
  • Performance validation on minimum-spec devices
  • Parameter documentation so artists can adjust shaders independently

Six Ways We Could Architect This

Different engagement, different build, pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Read all 6 architectures as text

Lean Fast-Start Architecture

Art Direction Review

  • Art Direction Audit
  • Current Material Inventory
  • Success Criteria Definition

Hero Shader Prototype

  • Shader Graph Hero Material
  • Minimum Spec Device Test
  • Early Iteration Pass
  • Stakeholder Check-in

Validation

  • Art Director Review
  • Performance Check
  • Feedback Incorporation Pass

Output

  • Reusable Shader Library
  • Parameter Documentation
  • Handoff and Next Steps

Cloud-Native / Managed Services Architecture

Managed Render Platform

  • Cloud Build Service
  • Render Pipeline Asset Store
  • Managed Texture Compression Service
  • Managed Backup and Recovery

Material Layer

  • URP and HDRP Material Set
  • Post Processing Profile Service
  • Shader Graph Library

Collaboration

  • Art Review Dashboard
  • Art Director Workspace
  • Shared Knowledge Base

Delivery

  • Performance Validation Report
  • Material Repository
  • Build Integration Pipeline
  • Uptime and Reliability Monitoring

Event-Driven & Automation-First Architecture

Triggers

  • New Material Committed
  • Shader Variant Compile Event
  • Frame Cost Threshold Alert

Automation Layer

  • Shader Validation Queue
  • Auto Variant Stripping Job
  • Performance Regression Bot

Routing

  • Artist Task Queue
  • Engineering Alert Channel
  • Routing Rule Configuration

Feedback Loop

  • Auto Flagged Over Budget Shader
  • Parameter Auto Tuning Suggestion
  • Re-validation Trigger
  • Continuous Improvement Log

Enterprise-Grade & Compliance-Ready Architecture

Material Governance

  • Art Standards Board
  • Platform Cert Performance Requirements
  • Policy Definition Owner

Controlled Process

  • Cross Device Regression Suite
  • Shader Variant Audit
  • Memory Budget Compliance Check

Audit Layer

  • Material Version History
  • Performance Change Log
  • Access Controlled Shader Repo

Release Governance

  • Platform Cert Sign-off
  • Final Art Approval
  • Immutable Material Record
  • Post Release Verification

AI-Augmented, Human-in-the-Loop Architecture

Data Ingestion

  • Reference Art and Style Ingest
  • Profiler Data Stream
  • Historical Data Backfill

AI Processing Layer

  • AI Shader Variant Generator
  • Auto Performance Predictor
  • Post Processing Suggestion Engine
  • Confidence Score Calibration

Human Review Gate

  • Shader Artist Review
  • Art Director Approval

Shipped Changes

  • Approved Material
  • Updated Shader Library
  • Live Build Deployment
  • Post Approval Audit Log

Integration-Heavy / Ecosystem-Connected Architecture

Studio Ecosystem

  • Unity Editor and Shader Graph
  • DCC Tools Substance and Photoshop
  • Build and CI System
  • Client Support Ticketing System

Integration Layer

  • Asset Pipeline Bridge
  • Two Way Sync Service
  • Webhook Connector
  • Error Handling and Retry Logic

Material Platform

  • Shader and VFX Hub
  • Central Data Model

Output Channels

  • Art Team Notification
  • QA Team Task Push
  • CI Build Trigger

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Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start, scoped small enough to prove itself before you commit to anything bigger.

Talk to us about Unity Shader Graph Artist

Most engagements like this start as a $500–$2,500 pilot, see full pricing.

Questions? Book a free call