name: assets-shader-get-data
description: "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."
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(defaulttrue) — shader compilation messages.includeProperties(defaultfalse) — uniforms list.includeSubshaders(defaultfalse) — subshader and pass structure.includeSourceCode(defaultfalse) — pass source code. ImpliesincludeSubshadersand 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
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):
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
| 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'. |
Input JSON Schema
{
"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": "#/$defs/System.Type",
"description": "When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
},
"required": [
"assetRef"
]
}
Output
Output JSON Schema
{
"type": "object",
"properties": {
"result": {
"$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"
]
}