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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.
Passed 12 of 17 test cases with the skill, and 8 of 17 without it.
and 5 more in the full report
7 fixed8 passed either way5 still failing2 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 7 test cases the skill fixed. Same model, same prompt, with and without the skill.
We want to inspect only the RenderQueue field from 'Assets/Shaders/Glass.shader' using a path-scoped read to save token overhead. What field array or string parameter should be supplied?
| Checked | Without skill | With skill |
|---|---|---|
| Uses the paths parameter with "RenderQueue". | Missed | Passed |
The instructions your model reads when the skill loads.
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.
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:
unity-mcp-cli run-tool assets-shader-get-data --input-file args.jsonOr pipe via stdin (recommended):
test cases passed, vs 8 / 17 without
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