Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.
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Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first.
Assets / Shader / Get Data
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
Toggles (most default off to keep responses small)
includeSubshaders (default false) — subshader and pass structure.
includeSourceCode (default false) — pass source code. Implies includeSubshaders and can produce very large responses.
Path-scoped reads (token-saving)
Supply paths (a list of paths) to read only the listed fields/elements via Reflector.TryReadAt, or viewQuery (a ViewQuery) to navigate to a subtree and/or filter by name regex / max depth / type via Reflector.View. The result populates View on the returned ShaderData. These two parameters are mutually exclusive.
Path syntax
fieldName, nested/field, arrayField/[i], dictField/[key]. Leading #/ is stripped.
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Input
Name
Type
Required
Description
assetRef
any
Yes
Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders.
includeMessages
any
No
Include compilation error and warning messages. Default: true
includeProperties
any
No
Include shader properties (uniforms) list. Default: false
includeSubshaders
any
No
Include subshader and pass structure. Default: false
includeSourceCode
any
No
Include pass source code in subshader data. Requires 'includeSubshaders' to be true. Can produce very large responses. Default: false
paths
any
No
Optional. List of paths to read individually via Reflector.TryReadAt against the underlying Shader asset. Path syntax: 'fieldName', 'nested/field', 'arrayField/[i]', 'dictField/[key]'. Mutually exclusive with 'viewQuery'.
viewQuery
any
No
Optional. View-query filter routed through Reflector.View against the underlying Shader asset. Mutually exclusive with 'paths'.
{"type":"object","properties":{"result":{"$ref":"#/$defs/AIGD.ShaderData"}},"$defs":{"AIGD.AssetObjectRef":{"type":"object","properties":{"instanceID":{"type":"integer","description":"instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."},"assetType":{"$ref":"#/$defs/System.Type","description":"Type of the asset."},
"instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
}
,
"assetType"
:
{
"$ref"
:
"#/$defs/System.Type"
,
"description"
:
"Type of the asset."
}
,
"assetPath"
:
{
"type"
:
"string"
,
"description"
:
"Path to the asset within the project. Starts with 'Assets/'"
}
,
"assetGuid"
:
{
"type"
:
"string"
,
"description"
:
"Unique identifier for the asset."
}
}
,
"required"
:
[
"instanceID"
]
,
"description"
:
"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
}
,
"System.Boolean"
:
{
"type"
:
"boolean"
}
,
"System.Collections.Generic.List(System.String)"
:
{
"type"
:
"array"
,
"items"
:
{
"type"
:
"string"
}
}
,
"com.IvanMurzak.ReflectorNet.Model.ViewQuery"
:
{
"type"
:
"object"
,
"properties"
:
{
"Path"
:
{
"type"
:
"string"
,
"description"
:
"Navigate to this path first, then serialize only that subtree. Path segments are separated by '/'. Use '[i]' for array/list index (e.g. 'users/[2]/name') and '[key]' for dictionary entry (e.g. 'config/[timeout]'). A leading '#/' is stripped automatically. Examples: 'admin/name', 'users/[0]/email', 'config/[timeout]'. Leave null to start from the root object."
}
,
"NamePattern"
:
{
"type"
:
"string"
,
"description"
:
"Case-insensitive .NET regex pattern matched against field and property names. Only branches containing at least one match are kept in the result tree. Examples: 'orbitRadius' (exact name), 'orbit.*' (prefix match), 'radius|speed' (either name). When nothing matches, the root envelope is returned with empty fields/props. Leave null to return all fields and properties without filtering."
}
,
"MaxDepth"
:
{
"type"
:
"integer"
,
"description"
:
"Maximum nesting depth of the returned serialized tree. 0 = root type name and value only — no nested fields or properties. 1 = one level of fields/props visible, their children stripped. 2 = two levels visible, and so on. Leave null (default) for unlimited depth."
}
,
"TypeFilter"
:
{
"$ref"
:
"#/$defs/System.Type"
,
"description"
:
"When set, prunes the result tree to members whose runtime type is assignable to this type. Non-matching branches are removed; the root envelope is always preserved. Examples: typeof(float) keeps only float fields, typeof(IEnumerable) keeps only collections. Leave null to include members of any type."
}
}
}
}
,
"required"
:
[
"assetRef"
]
}
"assetPath"
:
{
"type"
:
"string"
,
"description"
:
"Path to the asset within the project. Starts with 'Assets/'"
}
,
"assetGuid"
:
{
"type"
:
"string"
,
"description"
:
"Unique identifier for the asset."
}
}
,
"required"
:
[
"instanceID"
]
,
"description"
:
"Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
"Full type name. Eg: 'System.String', 'System.Int32', 'UnityEngine.Vector3', etc."
}
,
"name"
:
{
"type"
:
"string"
,
"description"
:
"Object name."
}
,
"value"
:
{
"description"
:
"Value of the object, serialized as a non stringified JSON element. Can be null if the value is not set. Can be default value if the value is an empty object or array json."