unity-materials-shaders

Solid

Use when creating, inspecting, or changing materials, shaders, Shader Graphs, shader properties, keywords, or render-material diagnostics.

AI & Automation 27 stars 4 forks Updated today MIT

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Skill Content

# Unity Materials And Shaders If it is not already loaded, read `.claude/skills/unity-mcp-operations/SKILL.md` once. Enable `ASSETS` for material assets and shader authoring. Enable `MEDIA` only for gated rendering diagnostics required by the task. ## Choose The Surface | Goal | Tool | |---|---| | Quick scene-object color and shader | `set_material` | | Material assets, slots, properties, copies | `material` | | Shader source or Shader Graph | `shader` | | Scene-wide material and texture health | `material_audit` | | Rendering analysis | `render_analyze` | ## Examples ```text batch( commands=""" material action=create path=Assets/Materials/Marker.mat shader="Universal Render Pipeline/Lit" material action=set path=Assets/Materials/Marker.mat prop=_BaseColor value=#39E6A3 material action=get path=Assets/Materials/Marker.mat """, on_error="stop" ) ``` ```text shader( action="create", path="Assets/Shaders/BiomePulse.shader", preset="unlit", shader_name="Biome/Pulse" ) shader(action="get", path="Assets/Shaders/BiomePulse.shader") ``` ## Rules - Inspect available material properties before setting unfamiliar names. - Distinguish shared, instance, and asset mutation explicitly. - Keep Shader Graph node and edge edits small and verify graph structure after each logical group. - Save node layout with `graph_get_layout` before major graph changes; restore with `graph_set_layout` or use `graph_auto_layout` for topological re-arrangement. - Run material or render ...

Details

Author
german-krasnikov
Repository
german-krasnikov/unity-biome-mcp
Created
2 months ago
Last Updated
today
Language
C#
License
MIT

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