Agent skill
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.
Install this agent skill to your Project
npx add-skill https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-shader-get-data
SKILL.md
Assets / Shader / Get Data
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"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
bashunity-mcp-cli run-tool assets-shader-get-data --input-file args.jsonOr pipe via stdin (recommended):
bashunity-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 |
Input JSON Schema
{
"type": "object",
"properties": {
"assetRef": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef"
},
"includeMessages": {
"$ref": "#/$defs/System.Boolean"
},
"includeProperties": {
"$ref": "#/$defs/System.Boolean"
},
"includeSubshaders": {
"$ref": "#/$defs/System.Boolean"
},
"includeSourceCode": {
"$ref": "#/$defs/System.Boolean"
}
},
"$defs": {
"System.Type": {
"type": "string"
},
"com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Boolean": {
"type": "boolean"
}
},
"required": [
"assetRef"
]
}
Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderData"
}
},
"$defs": {
"com.IvanMurzak.Unity.MCP.Runtime.Data.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.Type": {
"type": "string"
},
"System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderMessageData>": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderMessageData"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderMessageData": {
"type": "object",
"properties": {
"Message": {
"type": "string",
"description": "The error or warning message text."
},
"Line": {
"type": "integer",
"description": "The line number in the shader source where the issue occurs."
},
"Severity": {
"type": "string",
"description": "Severity level (e.g. 'Error', 'Warning')."
},
"Platform": {
"type": "string",
"description": "The platform on which the error occurs (e.g. 'OpenGLCore', 'D3D11')."
}
},
"required": [
"Line"
]
},
"System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderPropertyData>": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderPropertyData"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderPropertyData": {
"type": "object",
"properties": {
"Name": {
"type": "string",
"description": "Property name as used in shader code (e.g. '_MainTex', '_Color')."
},
"Description": {
"type": "string",
"description": "Human-readable description/display name of the property."
},
"Type": {
"type": "string",
"description": "Property type (e.g. 'Color', 'Float', 'Range', 'Texture', 'Vector', 'Int')."
},
"Flags": {
"type": "string",
"description": "Property flags (e.g. 'None', 'HideInInspector', 'PerRendererData')."
},
"NameId": {
"type": "integer",
"description": "The unique name ID for this property."
},
"RangeMin": {
"type": "number",
"description": "Minimum value for Range properties. Null for non-range properties."
},
"RangeMax": {
"type": "number",
"description": "Maximum value for Range properties. Null for non-range properties."
},
"DefaultTextureName": {
"type": "string",
"description": "Default texture name for Texture properties. Null if not applicable."
},
"Attributes": {
"$ref": "#/$defs/System.Collections.Generic.List<System.String>",
"description": "Custom attributes applied to this property. Null if none."
}
},
"required": [
"NameId"
]
},
"System.Collections.Generic.List<System.String>": {
"type": "array",
"items": {
"type": "string"
}
},
"System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+SubshaderData>": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+SubshaderData"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+SubshaderData": {
"type": "object",
"properties": {
"Index": {
"type": "integer",
"description": "Index of this subshader within the shader."
},
"PassCount": {
"type": "integer",
"description": "Number of passes in this subshader."
},
"Passes": {
"$ref": "#/$defs/System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+PassData>",
"description": "List of passes in this subshader. Null if no passes."
}
},
"required": [
"Index",
"PassCount"
]
},
"System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+PassData>": {
"type": "array",
"items": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+PassData"
}
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+PassData": {
"type": "object",
"properties": {
"Index": {
"type": "integer",
"description": "Index of this pass within the subshader."
},
"Name": {
"type": "string",
"description": "Name of the pass. Null if unnamed."
},
"SourceCode": {
"type": "string",
"description": "Source code of the pass. Null if unavailable."
}
},
"required": [
"Index"
]
},
"com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderData": {
"type": "object",
"properties": {
"Reference": {
"$ref": "#/$defs/com.IvanMurzak.Unity.MCP.Runtime.Data.AssetObjectRef",
"description": "Reference to the shader asset for future operations."
},
"Name": {
"type": "string",
"description": "Full name of the shader (e.g. 'Standard', 'Universal Render Pipeline/Lit')."
},
"IsSupported": {
"type": "boolean",
"description": "Whether the shader is supported on the current GPU and platform."
},
"RenderQueue": {
"type": "integer",
"description": "The render queue value of the shader."
},
"HasErrors": {
"type": "boolean",
"description": "Whether the shader has any compilation errors."
},
"PropertyCount": {
"type": "integer",
"description": "Number of properties exposed by the shader."
},
"PassCount": {
"type": "integer",
"description": "Total number of passes in the shader."
},
"RenderType": {
"type": "string",
"description": "The RenderType tag value from the first pass, if set."
},
"Messages": {
"$ref": "#/$defs/System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderMessageData>",
"description": "Compilation messages including errors and warnings. Null if no messages."
},
"Properties": {
"$ref": "#/$defs/System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+ShaderPropertyData>",
"description": "List of shader properties (uniforms). Null if the shader has no properties."
},
"Subshaders": {
"$ref": "#/$defs/System.Collections.Generic.List<com.IvanMurzak.Unity.MCP.Editor.API.Tool_Assets_Shader+SubshaderData>",
"description": "List of subshaders with their passes. Null if shader data is unavailable."
}
},
"required": [
"IsSupported",
"RenderQueue",
"HasErrors",
"PropertyCount",
"PassCount"
]
}
},
"required": [
"result"
]
}
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