Assets Shader Get Data logo

Assets Shader Get Data

CommunityPopular
IvanMurzak
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.

Overview

PublisherIvanMurzak
RepositoryUnity-MCP
Skill nameassets-shader-get-data
Stars
4.4K
Forks
387
Bundled files
Instructions only
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by IvanMurzak on GitHub. Read the source before you install it.

Installation

Install the Assets Shader Get Data AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-shader-get-data
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/IvanMurzak/Unity-MCP.git /tmp/Unity-MCP
mkdir -p .claude/skills
cp -r /tmp/Unity-MCP/Unity-MCP-Plugin/.claude/skills/assets-shader-get-data .claude/skills/assets-shader-get-data
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Assets Shader Get Data in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Assets Shader Get Data on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Assets Shader Get Data is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

bash
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

NameTypeRequiredDescription
assetRefanyYesReference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.
includeMessagesanyNoInclude compilation error and warning messages. Default: true
includePropertiesanyNoInclude shader properties (uniforms) list. Default: false
includeSubshadersanyNoInclude subshader and pass structure. Default: false
includeSourceCodeanyNoInclude pass source code in subshader data. Requires 'includeSubshaders' to be true. Can produce very large responses. Default: false
pathsanyNoOptional. 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'.
viewQueryanyNoOptional. View-query filter routed through Reflector.View against the underlying Shader asset. Mutually exclusive with 'paths'.

Input JSON Schema

json
{
  "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-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
        },
        "MaxDepth": {
          "type": "integer",
          "description": "Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
        },
        "TypeFilter": {
          "$ref": "#/$defs/System.Type",
          "description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
        }
      }
    }
  },
  "required": [
    "assetRef"
  ]
}

Output

Output JSON Schema

json
{
  "type": "object",
  "properties": {
    "result": {
      "$ref": "#/$defs/AIGD.ShaderData"
    }
  },
  "$defs": {
    "AIGD.AssetObjectRef": {
      "type": "object",
      "properties": {
        "instanceID": {
          "type": "integer",
          "description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
        },
        "assetType": {
          "$ref": "#/$defs/System.Type",
          "description": "Type of the asset."
        },
        "assetPath": {
          "type": "string",
          "description": "Path to the asset within the project. Starts with 'Assets/'"
        },
        "assetGuid": {
          "type": "string",
          "description": "Unique identifier for the asset."
        }
      },
      "required": [
        "instanceID"
      ],
      "description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
    },
    "System.Type": {
      "type": "string"
    },
    "System.Collections.Generic.List(AIGD.ShaderMessageData)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ShaderMessageData"
      }
    },
    "AIGD.ShaderMessageData": {
      "type": "object",
      "properties": {
        "Message": {
          "type": "string",
          "description": "The error or warning message text."
        },
        "Line": {
          "type": "integer",
          "description": "The line number in the shader source where the issue occurs."
        },
        "Severity": {
          "type": "string",
          "description": "Severity level (e.g. 'Error', 'Warning')."
        },
        "Platform": {
          "type": "string",
          "description": "The platform on which the error occurs (e.g. 'OpenGLCore', 'D3D11')."
        }
      },
      "required": [
        "Line"
      ]
    },
    "System.Collections.Generic.List(AIGD.ShaderPropertyData)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.ShaderPropertyData"
      }
    },
    "AIGD.ShaderPropertyData": {
      "type": "object",
      "properties": {
        "Name": {
          "type": "string",
          "description": "Property name as used in shader code (e.g. '_MainTex', '_Color')."
        },
        "Description": {
          "type": "string",
          "description": "Human-readable description/display name of the property."
        },
        "Type": {
          "type": "string",
          "description": "Property type (e.g. 'Color', 'Float', 'Range', 'Texture', 'Vector', 'Int')."
        },
        "Flags": {
          "type": "string",
          "description": "Property flags (e.g. 'None', 'HideInInspector', 'PerRendererData')."
        },
        "NameId": {
          "type": "integer",
          "description": "The unique name ID for this property."
        },
        "RangeMin": {
          "type": "number",
          "description": "Minimum value for Range properties. Null for non-range properties."
        },
        "RangeMax": {
          "type": "number",
          "description": "Maximum value for Range properties. Null for non-range properties."
        },
        "DefaultTextureName": {
          "type": "string",
          "description": "Default texture name for Texture properties. Null if not applicable."
        },
        "Attributes": {
          "$ref": "#/$defs/System.Collections.Generic.List(System.String)",
          "description": "Custom attributes applied to this property. Null if none."
        }
      },
      "required": [
        "NameId"
      ]
    },
    "System.Collections.Generic.List(System.String)": {
      "type": "array",
      "items": {
        "type": "string"
      }
    },
    "System.Collections.Generic.List(AIGD.SubshaderData)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.SubshaderData"
      }
    },
    "AIGD.SubshaderData": {
      "type": "object",
      "properties": {
        "Index": {
          "type": "integer",
          "description": "Index of this subshader within the shader."
        },
        "PassCount": {
          "type": "integer",
          "description": "Number of passes in this subshader."
        },
        "Passes": {
          "$ref": "#/$defs/System.Collections.Generic.List(AIGD.PassData)",
          "description": "List of passes in this subshader. Null if no passes."
        }
      },
      "required": [
        "Index",
        "PassCount"
      ]
    },
    "System.Collections.Generic.List(AIGD.PassData)": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/AIGD.PassData"
      }
    },
    "AIGD.PassData": {
      "type": "object",
      "properties": {
        "Index": {
          "type": "integer",
          "description": "Index of this pass within the subshader."
        },
        "Name": {
          "type": "string",
          "description": "Name of the pass. Null if unnamed."
        },
        "SourceCode": {
          "type": "string",
          "description": "Source code of the pass. Null if unavailable."
        }
      },
      "required": [
        "Index"
      ]
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMember": {
      "type": "object",
      "properties": {
        "typeName": {
          "type": "string",
          "description": "Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
        },
        "name": {
          "type": "string",
          "description": "Object name."
        },
        "value": {
          "description": "Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."
        },
        "fields": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested field value."
          },
          "description": "Fields of the object, serialized as a list of 'SerializedMember'."
        },
        "props": {
          "type": "array",
          "items": {
            "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
            "description": "Nested property value."
          },
          "description": "Properties of the object, serialized as a list of 'SerializedMember'."
        }
      },
      "required": [
        "typeName"
      ],
      "additionalProperties": false
    },
    "com.IvanMurzak.ReflectorNet.Model.SerializedMemberList": {
      "type": "array",
      "items": {
        "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember"
      }
    },
    "AIGD.ShaderData": {
      "type": "object",
      "properties": {
        "Reference": {
          "$ref": "#/$defs/AIGD.AssetObjectRef",
          "description": "Reference to the shader asset for future operations."
        },
        "Name": {
          "type": "string",
          "description": "Full name of the shader (e.g. 'Standard', 'Universal Render Pipeline/Lit')."
        },
        "IsSupported": {
          "type": "boolean",
          "description": "Whether the shader is supported on the current GPU and platform."
        },
        "RenderQueue": {
          "type": "integer",
          "description": "The render queue value of the shader."
        },
        "HasErrors": {
          "type": "boolean",
          "description": "Whether the shader has any compilation errors."
        },
        "PropertyCount": {
          "type": "integer",
          "description": "Number of properties exposed by the shader."
        },
        "PassCount": {
          "type": "integer",
          "description": "Total number of passes in the shader."
        },
        "RenderType": {
          "type": "string",
          "description": "The RenderType tag value from the first pass, if set."
        },
        "Messages": {
          "$ref": "#/$defs/System.Collections.Generic.List(AIGD.ShaderMessageData)",
          "description": "Compilation messages including errors and warnings. Null if no messages."
        },
        "Properties": {
          "$ref": "#/$defs/System.Collections.Generic.List(AIGD.ShaderPropertyData)",
          "description": "List of shader properties (uniforms). Null if the shader has no properties."
        },
        "Subshaders": {
          "$ref": "#/$defs/System.Collections.Generic.List(AIGD.SubshaderData)",
          "description": "List of subshaders with their passes. Null if shader data is unavailable."
        },
        "View": {
          "$ref": "#/$defs/com.IvanMurzak.ReflectorNet.Model.SerializedMember",
          "description": "Path-scoped read or view-query result, populated when 'paths' or 'viewQuery' is supplied. Null otherwise."
        }
      },
      "required": [
        "IsSupported",
        "RenderQueue",
        "HasErrors",
        "PropertyCount",
        "PassCount"
      ]
    }
  },
  "required": [
    "result"
  ]
}

Frequently asked questions

What does the Assets Shader Get Data AI skill do?

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.

Why use Assets Shader Get Data on TypingMind?

Because you install it once and use it with any model. Assets Shader Get Data is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Assets Shader Get Data in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/IvanMurzak/Unity-MCP/tree/main/Unity-MCP-Plugin/.claude/skills/assets-shader-get-data. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Assets Shader Get Data?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Assets Shader Get Data?

As many as you like. As long as a model supports skills, you can use Assets Shader Get Data with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Assets Shader Get Data AI skill free?

Yes. It is published on GitHub by IvanMurzak under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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