.cline/skills/assets-shader-get-data/SKILL.md
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.
npx skillsauth add hth-hiro/Unity-Study assets-shader-get-dataInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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:
unity-mcp-cli run-tool assets-shader-get-data --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-shader-get-data --input-file - <<'EOF' {"param": "value"} EOF
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.
| 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 |
{
"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": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Boolean": {
"type": "boolean"
}
},
"required": [
"assetRef"
]
}
{
"type": "object",
"properties": {
"result": {
"$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"
]
}
tools
Generate all skills from the existed Tools in the Unity Project.
tools
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation. It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations. Full sample: ```csharp #nullable enable using System; using System.ComponentModel; using com.IvanMurzak.McpPlugin; using com.IvanMurzak.ReflectorNet.Utils; using com.IvanMurzak.Unity.MCP.Editor.Utils; using com.IvanMurzak.Unity.MCP.Runtime.Data; using UnityEditor; using UnityEngine; namespace com.IvanMurzak.Unity.MCP.Editor.API { [McpPluginToolType] public partial class Tool_Sample { [McpPluginTool("sample-get", Title = "Sample / Get")] [Description("Finds a GameObject and returns its ref data.")] public GameObjectRef Get ( [Description("Name of the GameObject to find.")] string name ) { return MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); return new GameObjectRef(go); }); } [McpPluginTool("sample-rename", Title = "Sample / Rename")] [Description("Renames a GameObject.")] public void Rename ( [Description("Current name of the GameObject.")] string name, [Description("New name to assign.")] string newName ) { MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); go.name = newName; EditorUtility.SetDirty(go); AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); }); } } } ``` ## Suggestions ### Refresh UI after visual changes If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately: ```csharp AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); ``` ### Refresh AssetDatabase after asset or script changes If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes: ```csharp MainThread.Instance.Run(() => { AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); }); ``` ### Use processing mechanic for long-running or domain-reload operations Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must: 1. Accept a `[RequestID] string? requestId` parameter. 2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately. 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`. 4. When the operation finishes, send the final result by calling: ```csharp _ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData { RequestId = requestId, Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId) }); ``` If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way. ### Return structured data with a typed response Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type: ```csharp // Return type: public ResponseCallValueTool<MyResult> MyTool(...) { return ResponseCallValueTool<MyResult>.Success(new MyResult { Name = go.name, InstanceID = go.GetInstanceID() }).SetRequestID(requestId); } // Data model: public class MyResult { [Description("Name of the GameObject.")] public string? Name { get; set; } [Description("Unity instance ID of the GameObject.")] public int InstanceID { get; set; } } ``` For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically. ### Validate inputs early and throw clearly Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct: ```csharp if (string.IsNullOrEmpty(name)) throw new ArgumentException("Name cannot be null or empty.", nameof(name)); ``` ### Always use MainThread for Unity API calls All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
tools
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
data-ai
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.