Merge pull request #106 from Tanichael/feature/manage-shader

Feat: Add CRUD operations for Shader files via MCP

Example Prompt: "generate a cool shader and apply it on a new cube"
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Shutong Wu 2025-07-14 01:45:29 -04:00 committed by GitHub
commit 6a47945479
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8 changed files with 430 additions and 2 deletions

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@ -35,6 +35,7 @@ Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) to inte
* `manage_editor`: Controls and queries the editor's state and settings. * `manage_editor`: Controls and queries the editor's state and settings.
* `manage_scene`: Manages scenes (load, save, create, get hierarchy, etc.). * `manage_scene`: Manages scenes (load, save, create, get hierarchy, etc.).
* `manage_asset`: Performs asset operations (import, create, modify, delete, etc.). * `manage_asset`: Performs asset operations (import, create, modify, delete, etc.).
* `manage_shader`: Performs shader CRUD operations (create, read, modify, delete).
* `manage_gameobject`: Manages GameObjects: create, modify, delete, find, and component operations. * `manage_gameobject`: Manages GameObjects: create, modify, delete, find, and component operations.
* `execute_menu_item`: Executes a menu item via its path (e.g., "File/Save Project"). * `execute_menu_item`: Executes a menu item via its path (e.g., "File/Save Project").
</details> </details>
@ -89,7 +90,9 @@ Unity MCP connects your tools using two components:
Connect your MCP Client (Claude, Cursor, etc.) to the Python server you installed in Step 1. Connect your MCP Client (Claude, Cursor, etc.) to the Python server you installed in Step 1.
**Option A: Auto-Configure (Recommended for Claude/Cursor)** <img width="609" alt="image" src="https://github.com/user-attachments/assets/cef3a639-4677-4fd8-84e7-2d82a04d55bb" />
**Option A: Auto-Configure (Recommended for Claude/Cursor/VSC Copilot)**
1. In Unity, go to `Window > Unity MCP`. 1. In Unity, go to `Window > Unity MCP`.
2. Click `Auto Configure` on the IDE you uses. 2. Click `Auto Configure` on the IDE you uses.

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@ -20,6 +20,7 @@ namespace UnityMcpBridge.Editor.Tools
{ "HandleManageAsset", ManageAsset.HandleCommand }, { "HandleManageAsset", ManageAsset.HandleCommand },
{ "HandleReadConsole", ReadConsole.HandleCommand }, { "HandleReadConsole", ReadConsole.HandleCommand },
{ "HandleExecuteMenuItem", ExecuteMenuItem.HandleCommand }, { "HandleExecuteMenuItem", ExecuteMenuItem.HandleCommand },
{ "HandleManageShader", ManageShader.HandleCommand},
}; };
/// <summary> /// <summary>

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@ -0,0 +1,342 @@
using System;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
using UnityMcpBridge.Editor.Helpers;
namespace UnityMcpBridge.Editor.Tools
{
/// <summary>
/// Handles CRUD operations for shader files within the Unity project.
/// </summary>
public static class ManageShader
{
/// <summary>
/// Main handler for shader management actions.
/// </summary>
public static object HandleCommand(JObject @params)
{
// Extract parameters
string action = @params["action"]?.ToString().ToLower();
string name = @params["name"]?.ToString();
string path = @params["path"]?.ToString(); // Relative to Assets/
string contents = null;
// Check if we have base64 encoded contents
bool contentsEncoded = @params["contentsEncoded"]?.ToObject<bool>() ?? false;
if (contentsEncoded && @params["encodedContents"] != null)
{
try
{
contents = DecodeBase64(@params["encodedContents"].ToString());
}
catch (Exception e)
{
return Response.Error($"Failed to decode shader contents: {e.Message}");
}
}
else
{
contents = @params["contents"]?.ToString();
}
// Validate required parameters
if (string.IsNullOrEmpty(action))
{
return Response.Error("Action parameter is required.");
}
if (string.IsNullOrEmpty(name))
{
return Response.Error("Name parameter is required.");
}
// Basic name validation (alphanumeric, underscores, cannot start with number)
if (!Regex.IsMatch(name, @"^[a-zA-Z_][a-zA-Z0-9_]*$"))
{
return Response.Error(
$"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number."
);
}
// Ensure path is relative to Assets/, removing any leading "Assets/"
// Set default directory to "Shaders" if path is not provided
string relativeDir = path ?? "Shaders"; // Default to "Shaders" if path is null
if (!string.IsNullOrEmpty(relativeDir))
{
relativeDir = relativeDir.Replace('\\', '/').Trim('/');
if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
}
}
// Handle empty string case explicitly after processing
if (string.IsNullOrEmpty(relativeDir))
{
relativeDir = "Shaders"; // Ensure default if path was provided as "" or only "/" or "Assets/"
}
// Construct paths
string shaderFileName = $"{name}.shader";
string fullPathDir = Path.Combine(Application.dataPath, relativeDir);
string fullPath = Path.Combine(fullPathDir, shaderFileName);
string relativePath = Path.Combine("Assets", relativeDir, shaderFileName)
.Replace('\\', '/'); // Ensure "Assets/" prefix and forward slashes
// Ensure the target directory exists for create/update
if (action == "create" || action == "update")
{
try
{
if (!Directory.Exists(fullPathDir))
{
Directory.CreateDirectory(fullPathDir);
// Refresh AssetDatabase to recognize new folders
AssetDatabase.Refresh();
}
}
catch (Exception e)
{
return Response.Error(
$"Could not create directory '{fullPathDir}': {e.Message}"
);
}
}
// Route to specific action handlers
switch (action)
{
case "create":
return CreateShader(fullPath, relativePath, name, contents);
case "read":
return ReadShader(fullPath, relativePath);
case "update":
return UpdateShader(fullPath, relativePath, name, contents);
case "delete":
return DeleteShader(fullPath, relativePath);
default:
return Response.Error(
$"Unknown action: '{action}'. Valid actions are: create, read, update, delete."
);
}
}
/// <summary>
/// Decode base64 string to normal text
/// </summary>
private static string DecodeBase64(string encoded)
{
byte[] data = Convert.FromBase64String(encoded);
return System.Text.Encoding.UTF8.GetString(data);
}
/// <summary>
/// Encode text to base64 string
/// </summary>
private static string EncodeBase64(string text)
{
byte[] data = System.Text.Encoding.UTF8.GetBytes(text);
return Convert.ToBase64String(data);
}
private static object CreateShader(
string fullPath,
string relativePath,
string name,
string contents
)
{
// Check if shader already exists
if (File.Exists(fullPath))
{
return Response.Error(
$"Shader already exists at '{relativePath}'. Use 'update' action to modify."
);
}
// Add validation for shader name conflicts in Unity
if (Shader.Find(name) != null)
{
return Response.Error(
$"A shader with name '{name}' already exists in the project. Choose a different name."
);
}
// Generate default content if none provided
if (string.IsNullOrEmpty(contents))
{
contents = GenerateDefaultShaderContent(name);
}
try
{
File.WriteAllText(fullPath, contents);
AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader
return Response.Success(
$"Shader '{name}.shader' created successfully at '{relativePath}'.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to create shader '{relativePath}': {e.Message}");
}
}
private static object ReadShader(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Shader not found at '{relativePath}'.");
}
try
{
string contents = File.ReadAllText(fullPath);
// Return both normal and encoded contents for larger files
//TODO: Consider a threshold for large files
bool isLarge = contents.Length > 10000; // If content is large, include encoded version
var responseData = new
{
path = relativePath,
contents = contents,
// For large files, also include base64-encoded version
encodedContents = isLarge ? EncodeBase64(contents) : null,
contentsEncoded = isLarge,
};
return Response.Success(
$"Shader '{Path.GetFileName(relativePath)}' read successfully.",
responseData
);
}
catch (Exception e)
{
return Response.Error($"Failed to read shader '{relativePath}': {e.Message}");
}
}
private static object UpdateShader(
string fullPath,
string relativePath,
string name,
string contents
)
{
if (!File.Exists(fullPath))
{
return Response.Error(
$"Shader not found at '{relativePath}'. Use 'create' action to add a new shader."
);
}
if (string.IsNullOrEmpty(contents))
{
return Response.Error("Content is required for the 'update' action.");
}
try
{
File.WriteAllText(fullPath, contents);
AssetDatabase.ImportAsset(relativePath);
AssetDatabase.Refresh();
return Response.Success(
$"Shader '{Path.GetFileName(relativePath)}' updated successfully.",
new { path = relativePath }
);
}
catch (Exception e)
{
return Response.Error($"Failed to update shader '{relativePath}': {e.Message}");
}
}
private static object DeleteShader(string fullPath, string relativePath)
{
if (!File.Exists(fullPath))
{
return Response.Error($"Shader not found at '{relativePath}'.");
}
try
{
// Delete the asset through Unity's AssetDatabase first
bool success = AssetDatabase.DeleteAsset(relativePath);
if (!success)
{
return Response.Error($"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'");
}
// If the file still exists (rare case), try direct deletion
if (File.Exists(fullPath))
{
File.Delete(fullPath);
}
return Response.Success($"Shader '{Path.GetFileName(relativePath)}' deleted successfully.");
}
catch (Exception e)
{
return Response.Error($"Failed to delete shader '{relativePath}': {e.Message}");
}
}
//This is a CGProgram template
//TODO: making a HLSL template as well?
private static string GenerateDefaultShaderContent(string name)
{
return @"Shader """ + name + @"""
{
Properties
{
_MainTex (""Texture"", 2D) = ""white"" {}
}
SubShader
{
Tags { ""RenderType""=""Opaque"" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include ""UnityCG.cginc""
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}";
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bcf4f1f3110494344b2af9324cf5c571
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -378,6 +378,7 @@ namespace UnityMcpBridge.Editor
"manage_editor" => ManageEditor.HandleCommand(paramsObject), "manage_editor" => ManageEditor.HandleCommand(paramsObject),
"manage_gameobject" => ManageGameObject.HandleCommand(paramsObject), "manage_gameobject" => ManageGameObject.HandleCommand(paramsObject),
"manage_asset" => ManageAsset.HandleCommand(paramsObject), "manage_asset" => ManageAsset.HandleCommand(paramsObject),
"manage_shader" => ManageShader.HandleCommand(paramsObject),
"read_console" => ReadConsole.HandleCommand(paramsObject), "read_console" => ReadConsole.HandleCommand(paramsObject),
"execute_menu_item" => ExecuteMenuItem.HandleCommand(paramsObject), "execute_menu_item" => ExecuteMenuItem.HandleCommand(paramsObject),
_ => throw new ArgumentException( _ => throw new ArgumentException(

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@ -61,7 +61,8 @@ def asset_creation_strategy() -> str:
"- `manage_scene`: Manages scenes.\\n" "- `manage_scene`: Manages scenes.\\n"
"- `manage_gameobject`: Manages GameObjects in the scene.\\n" "- `manage_gameobject`: Manages GameObjects in the scene.\\n"
"- `manage_script`: Manages C# script files.\\n" "- `manage_script`: Manages C# script files.\\n"
"- `manage_asset`: Manages prefabs and assets.\\n\\n" "- `manage_asset`: Manages prefabs and assets.\\n"
"- `manage_shader`: Manages shaders.\\n\\n"
"Tips:\\n" "Tips:\\n"
"- Create prefabs for reusable GameObjects.\\n" "- Create prefabs for reusable GameObjects.\\n"
"- Always include a camera and main light in your scenes.\\n" "- Always include a camera and main light in your scenes.\\n"

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@ -3,6 +3,7 @@ from .manage_scene import register_manage_scene_tools
from .manage_editor import register_manage_editor_tools from .manage_editor import register_manage_editor_tools
from .manage_gameobject import register_manage_gameobject_tools from .manage_gameobject import register_manage_gameobject_tools
from .manage_asset import register_manage_asset_tools from .manage_asset import register_manage_asset_tools
from .manage_shader import register_manage_shader_tools
from .read_console import register_read_console_tools from .read_console import register_read_console_tools
from .execute_menu_item import register_execute_menu_item_tools from .execute_menu_item import register_execute_menu_item_tools
@ -14,6 +15,7 @@ def register_all_tools(mcp):
register_manage_editor_tools(mcp) register_manage_editor_tools(mcp)
register_manage_gameobject_tools(mcp) register_manage_gameobject_tools(mcp)
register_manage_asset_tools(mcp) register_manage_asset_tools(mcp)
register_manage_shader_tools(mcp)
register_read_console_tools(mcp) register_read_console_tools(mcp)
register_execute_menu_item_tools(mcp) register_execute_menu_item_tools(mcp)
print("Unity MCP Server tool registration complete.") print("Unity MCP Server tool registration complete.")

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@ -0,0 +1,67 @@
from mcp.server.fastmcp import FastMCP, Context
from typing import Dict, Any
from unity_connection import get_unity_connection
import os
import base64
def register_manage_shader_tools(mcp: FastMCP):
"""Register all shader script management tools with the MCP server."""
@mcp.tool()
def manage_shader(
ctx: Context,
action: str,
name: str,
path: str,
contents: str,
) -> Dict[str, Any]:
"""Manages shader scripts in Unity (create, read, update, delete).
Args:
action: Operation ('create', 'read', 'update', 'delete').
name: Shader name (no .cs extension).
path: Asset path (default: "Assets/").
contents: Shader code for 'create'/'update'.
Returns:
Dictionary with results ('success', 'message', 'data').
"""
try:
# Prepare parameters for Unity
params = {
"action": action,
"name": name,
"path": path,
}
# Base64 encode the contents if they exist to avoid JSON escaping issues
if contents is not None:
if action in ['create', 'update']:
# Encode content for safer transmission
params["encodedContents"] = base64.b64encode(contents.encode('utf-8')).decode('utf-8')
params["contentsEncoded"] = True
else:
params["contents"] = contents
# Remove None values so they don't get sent as null
params = {k: v for k, v in params.items() if v is not None}
# Send command to Unity
response = get_unity_connection().send_command("manage_shader", params)
# Process response from Unity
if response.get("success"):
# If the response contains base64 encoded content, decode it
if response.get("data", {}).get("contentsEncoded"):
decoded_contents = base64.b64decode(response["data"]["encodedContents"]).decode('utf-8')
response["data"]["contents"] = decoded_contents
del response["data"]["encodedContents"]
del response["data"]["contentsEncoded"]
return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")}
else:
return {"success": False, "message": response.get("error", "An unknown error occurred.")}
except Exception as e:
# Handle Python-side errors (e.g., connection issues)
return {"success": False, "message": f"Python error managing shader: {str(e)}"}