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assets-shader-get-data

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.

57

Quality

65%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./Unity-MCP-Plugin/.claude/skills/assets-shader-get-data/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

63%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is actionable with a concrete CLI invocation and good troubleshooting, but it inlines the entire input/output JSON schemas that would be better placed in reference files, hurting both conciseness and progressive disclosure. A realistic example value would strengthen actionability.

Suggestions

Move the full input and output JSON schemas into a reference file (e.g. references/schema.md) and link to it from SKILL.md, keeping only a minimal example inline.

Replace the generic "string_value" placeholders in the example with a realistic assetRef (e.g. an assetPath like "Assets/Shaders/MyShader.shader") so the example is immediately usable.

Frame the shader-lookup prerequisite as a short numbered step (find the shader via assets-find t:Shader, then call this tool) to make the workflow sequence explicit.

DimensionReasoningScore

Conciseness

Section prose is reasonably tight, but the full input and output JSON schemas (roughly 370 lines including all $defs) are inlined rather than referenced, which is a notable tightening opportunity.

3 / 5

Actionability

Provides a concrete, copy-paste ready CLI command plus --input-file and stdin pipe variants with troubleshooting, but the example uses generic "string_value" placeholders rather than a realistic shader call.

4 / 5

Workflow Clarity

The single read action is unambiguous and the "locate the shader first" prerequisite is stated; as a non-destructive read it does not require validation checkpoints, though the prerequisite is not framed as explicit numbered steps.

4 / 5

Progressive Disclosure

Has clear section headers (Toggles, Path-scoped reads, How to Call, Input, Output) but the large JSON schemas that belong in a separate reference file are inlined, and the only external pointer is to the /unity-initial-setup skill.

3 / 5

Total

14

/

20

Passed

Description

67%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is specific and distinct, clearly conveying what data the skill returns, but it omits an explicit "Use when..." trigger clause and relies on technical tool names rather than natural user phrasing. Adding a concrete trigger condition and the .shader extension would lift completeness and trigger-term quality.

Suggestions

Add an explicit trigger clause such as "Use when the user needs detailed shader asset data (properties, passes, compilation errors, supported status) for a Unity shader."

Include the .shader file extension and natural synonyms (e.g. "shader files", ".shader", "shader properties") so trigger terms match what users actually say.

Move the tool-discovery hint (assets-find / assets-shader-list-all) into the body and keep the description focused on the trigger and capability.

DimensionReasoningScore

Specificity

Lists multiple concrete outputs (properties, subshaders, passes, compilation messages, supported status) plus path-scoped reads, giving comprehensive coverage of the skill's actions.

5 / 5

Completeness

The "what" is clearly stated (detailed shader data), but there is no explicit "Use when..." trigger clause for when to invoke the skill; per the rubric a missing explicit trigger caps completeness at 3.

3 / 5

Trigger Term Quality

Has relevant domain keywords ("shader asset", "shader", properties, passes) but leans on technical tool names (assets-find, assets-shader-list-all) and lacks natural synonyms or the .shader file extension users would say.

3 / 5

Distinctiveness Conflict Risk

Occupies a clear niche (shader asset data retrieval) with distinct triggers and named sibling tools, giving minimal conflict risk with other skills.

5 / 5

Total

16

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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