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material

Manage Godot materials and shaders: read, write, create, save, and load resources, set parameters, and apply shader templates from the scene tree.

Instructions

Material and shader operations. Read: read. Write: set_params, create, save, load. Shader: shader_read, shader_write, shader_load_file, shader_save_file, shader_list_templates, shader_apply_template. 运行时操作,仅影响当前执行上下文。如需持久化,请编辑 .tscn 文件。

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
codeNoshader_write/shader_save_file: shader code
actionYesOperation type
paramsNoset_params: parameter key-value pairs
file_pathNoshader_load_file/shader_save_file: file path
node_pathNoScene tree node path
shader_pathNocreate: shader resource path
project_pathNoGodot project directory path
material_typeNocreate: material type
resource_pathNosave/load: resource path
template_nameNoshader_apply_template: template name
load_autoloadsNoLoad Autoload context (default true)
material_indexNoMaterial index (optional, default 0)
Behavior3/5

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

Adds valuable context beyond annotations: all operations are runtime-only and non-persistent. However, it does not disclose potential side effects of specific actions like write/save/load, or any authorization requirements, so transparency is moderate.

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

Conciseness4/5

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

The description is reasonably compact, but the enumeration of action names duplicates the schema enum. The grouping and runtime note add value, making it efficient overall.

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

Completeness3/5

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

Given the tool's complexity (12 parameters, 11 actions) and lack of output schema, the description provides only high-level context and runtime behavior. It doesn't explain differences between save/load and shader_save_file, nor return formats, leaving some gaps.

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 already describes all parameters with 100% coverage, so the description adds limited param-specific meaning. It groups actions into read/write/shader categories, helping interpret the 'action' parameter, but does not clarify individual parameters further.

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 clearly identifies the tool as managing material and shader operations and lists action categories, distinguishing it from sibling tools focused on other domains (e.g., scene, script, physics). However, it lacks a single precise verb like 'manage' or 'manipulate', instead relying on a listing of actions.

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

Usage Guidelines4/5

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

Explicitly states operations are runtime-only and affect only the current execution context, and advises editing the .tscn file for persistence. This provides clear when-to-use and when-not-to-use guidance, though it does not reference sibling tools as alternatives.

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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