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material_shader

Manage Unity materials and shaders: read and set properties, create and assign materials, change shaders, copy materials, and control shader keywords.

Instructions

Manages Unity materials and shaders. Actions:

  • get_material: Get material properties from a renderer

  • set_material_property: Set a material property value

  • create_material: Create a new material

  • assign_material: Assign material to a renderer

  • get_shader_properties: List all properties of a shader

  • get_available_shaders: List available shaders

  • set_shader: Change shader on a material

  • copy_material: Copy material properties

  • get_global_shader_property: Get global shader property

  • set_global_shader_property: Set global shader property

  • get_keywords: Get enabled shader keywords

  • enable_keyword: Enable a shader keyword

  • disable_keyword: Disable a shader keyword

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
actionYesMaterial/shader action to perform
keywordNoShader keyword name
objectIdNoInstance ID of the GameObject with renderer
colorValueNoColor value (0-1 range)
objectPathNoHierarchy path of the GameObject
shaderNameNoShader name (e.g., "Standard", "Universal Render Pipeline/Lit")
texturePathNoAsset path to texture
vectorValueNoVector4 value
materialPathNoAsset path to material
propertyNameNoName of the material/shader property
propertyTypeNoType of the property
searchFilterNoFilter for shader search
materialIndexNoMaterial index on the renderer (default: 0)
propertyValueNoValue to set for the property
newMaterialNameNoName for new material
newMaterialPathNoPath to save new material
useSharedMaterialNoUse shared material vs instance (default: false = instance)
sourceMaterialPathNoSource material to copy from
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Annotations indicate readOnlyHint=false, so mutation is expected. However, the description does not disclose side effects, required permissions, or undo behavior for actions like assign_material or set_shader. No detail on what gets modified or how changes are applied.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness3/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description front-loads the general purpose, but the bullet list of 13 actions is lengthy and duplicates the action enum from the schema. Could be more concise by grouping or omitting the full list and focusing on behavior.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

No output schema exists, yet the description does not explain what each action returns (e.g., 'get_material returns material properties'). With 18 parameters and varied actions, the agent lacks information on expected outcomes, making the description incomplete.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so each parameter has a description. The tool description does not add semantic meaning beyond the schema. Baseline of 3 is appropriate, as the description neither enhances nor degrades parameter understanding.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states 'Manages Unity materials and shaders' and lists 13 specific actions, clearly indicating the scope. It is distinguishable from sibling tools that cover different domains. However, it lacks a concise overall statement of what the tool does (e.g., 'Provides operations to create, modify, and query materials and shaders').

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines1/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides no guidance on when to use this tool versus alternatives. No when-to-use, when-not-to-use, or prerequisite information is given. The lengthy list of actions assumes the agent knows which action to choose.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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