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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-04 | ✗→✓ | ▲ Improved | 184% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 365% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 200% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 242% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 141% | 0% |
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.
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.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.
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
bashunity-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 >
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 | | 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'. |
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": "#/$defs/System.Type", "description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type." } } } }, "required": [ "assetRef" ] }
json{ "type": "object", "properties": { "result": { "$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" ] }
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