Skip to content
Development
Skill

/assets-shader-get-data

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.

From plugin
ivanmurzak-unity-mcp
3.8k80 skills
Install
$ npx -y skills add IvanMurzak/Unity-MCP --skill assets-shader-get-data --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/assets-shader-get-data

Context preview

The summary Claude sees to decide when to auto-load this skill.

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.

SKILL.md

assets-shader-get-data.SKILL.md
name: assets-shader-get-data
description: "Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first."

Assets / Shader / Get Data

Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.

Toggles (most default off to keep responses small)

  • `includeMessages` (default `true`) — shader compilation messages.
  • `includeProperties` (default `false`) — uniforms list.
  • `includeSubshaders` (default `false`) — subshader and pass structure.
  • `includeSourceCode` (default `false`) — pass source code. Implies `includeSubshaders` and can produce very large responses.

Path-scoped reads (token-saving)

Supply `paths` (a list of paths) to read only the listed fields/elements via `Reflector.TryReadAt`, or `viewQuery` (a `ViewQuery`) to navigate to a subtree and/or filter by name regex / max depth / type via `Reflector.View`. The result populates `View` on the returned `ShaderData`. These two parameters are mutually exclusive.

Path syntax

`fieldName`, `nested/field`, `arrayField/[i]`, `dictField/[key]`. Leading `#/` is stripped.

How to Call

unity-mcp-cli run-tool assets-shader-get-data --input '{
  "assetRef": "string_value",
  "includeMessages": "string_value",
  "includeProperties": "string_value",
  "includeSubshaders": "string_value",
  "includeSourceCode": "string_value",
  "paths": "string_value",
  "viewQuery": "string_value"
}'

> For complex input (multi-line strings, code), save the JSON to a file and use: > ```bash > unity-mcp-cli run-tool assets-shader-get-data --input-file args.json > ``` > > Or pipe via stdin (recommended): > ```bash > unity-mcp-cli run-tool assets-shader-get-data --input-file - <<'EOF' > {"param": "value"} > EOF > ```

Troubleshooting

If `unity-mcp-cli` is not found, either install it globally (`npm install -g unity-mcp-cli`) or use `npx unity-mcp-cli` instead. Read the /unity-initial-setup skill for detailed installation instructions.

Input

| Name | Type | Required | Description | |------|------|----------|-------------| | `assetRef` | `any` | Yes | Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders. | | `includeMessages` | `any` | No | Include compilation error and warning messages. Default: true | | `includeProperties` | `any` | No | Include shader properties (uniforms) list. Default: false | | `includeSubshaders` | `any` | No | Include subshader and pass structure. Default: false | | `includeSourceCode` | `any` | No | Include pass source code in subshader data. Requires 'includeSubshaders' to be true. Can produce very large responses. Default: false | | `paths` | `any` | No | Optional. List of paths to read individually via Reflector.TryReadAt against the underlying Shader asset. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'. | | `viewQuery` | `any` | No | Optional. View-query filter routed through Reflector.View against the underlying Shader asset. Mutually exclusive with 'paths'. |

Input JSON Schema

{
  "type": "object",
  "properties": {
    "assetRef": {
      "$ref": "#/$defs/AIGD.AssetObjectRef"
    },
    "includeMessages": {
      "$ref": "#/$defs/System.Boolean"
    },
    "includeProperties": {
      "$ref": "#/$defs/System.Boolean"
    },
    "includeSubshaders": {
      "$ref": "#/$defs/System.Boolean"
    },
    "includeSourceCode": {
      "$ref": "#/$defs/System.Boolean"
    },
    "paths": {
      "$ref": "#/$defs/System.Collections.Generic.List(System.String)"
    },
    "viewQuery": {
      "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.ViewQuery"
    }
  },
  "$defs": {
    "System.Type": {
      "type": "string"
    },
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    },
    "System.Boolean": {
      "type": "boolean"
    },
    "System.Collections.Generic.List(System.String)": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "com.IvanMurzak.ReflectorNet.Model.ViewQuery": {
      "type": "object",
      "properties": {
        "Path": {
          "type": "string",
          "description": "Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
        },
        "NamePattern": {
          "type": "string",
          "description": "Case-insen
Read more
Ships withivanmurzak-unity-mcp

Get up and running in three steps: Install plugin — download the .unitypackage installer or run openupm add com.ivanmurzak.unity.mcp Alternative: npx unity-mcp-cli install-plugin ./MyUnityProject — see CLI documentation Pick an AI agent — Claude Code, Claude

Get the whole plugin
Stats
3,845
Stars
349
Forks
Active
Maintenance
C#
Language
Apache-2.0
License
13h ago
Last commit
1y ago
Created

Repo: IvanMurzak/Unity-MCP