diff --git a/UnityMcpBridge/Editor/Tools/ManageShader.cs b/UnityMcpBridge/Editor/Tools/ManageShader.cs
new file mode 100644
index 0000000..49bbf15
--- /dev/null
+++ b/UnityMcpBridge/Editor/Tools/ManageShader.cs
@@ -0,0 +1,325 @@
+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
+{
+ ///
+ /// Handles CRUD operations for shader files within the Unity project.
+ ///
+ public static class ManageShader
+ {
+ ///
+ /// Main handler for shader management actions.
+ ///
+ 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() ?? 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
+ {
+ Directory.CreateDirectory(fullPathDir);
+ }
+ 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."
+ );
+ }
+ }
+
+ ///
+ /// Decode base64 string to normal text
+ ///
+ private static string DecodeBase64(string encoded)
+ {
+ byte[] data = Convert.FromBase64String(encoded);
+ return System.Text.Encoding.UTF8.GetString(data);
+ }
+
+ ///
+ /// Encode text to base64 string
+ ///
+ 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."
+ );
+ }
+
+ // 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
+ 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);
+ 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}");
+ }
+ }
+
+ 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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