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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.

54

Quality

68%

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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

48%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 well-organized as a tool reference with genuinely useful operational details (CLI variants, defaults, mutual exclusivity, troubleshooting), but it functions as a monolithic dump: duplicated toggle documentation and ~280 lines of JSON schema inlined where a reference file should carry them, and no executable example showing a real invocation with actual values.

Suggestions

Move the Input/Output JSON schemas into a references/ file (e.g. references/schema.md) and keep only the parameter table and a short example in SKILL.md, removing the triple duplication of toggle descriptions.

Replace the "string_value" placeholder template with one or two real executable examples — e.g. an actual assetRef with assetPath/assetGuid and boolean values for the include* toggles — so the command is copy-paste ready.

Show how to chain the prerequisite step: a short end-to-end snippet running assets-find with 't:Shader' and feeding the result's reference into assets-shader-get-data.

DimensionReasoningScore

Conciseness

Roughly 280 of ~450 lines are raw JSON schema dumps, and the toggle descriptions are repeated three times (Toggles section, Input table, and schema descriptions). This is noticeably verbose with several padded/duplicated sections; it is not a 3 because the schema duplication and inlining go beyond minor tightening, though the prose sections themselves are lean.

2 / 5

Actionability

There is real concrete guidance — the actual CLI command, --input-file and stdin heredoc variants, path syntax, defaults, and a troubleshooting section with executable npm commands — but the primary example is a non-executable skeleton ("assetRef": "string_value", "includeMessages": "string_value") and the Input table lists every type as "any". This sits between 'mostly executable' and 'minimal concrete guidance', matching the incomplete-guidance anchor rather than 4.

3 / 5

Workflow Clarity

As a single read-only tool call there is no destructive/batch validation cap, and the sequence is clearly signaled (locate the shader via assets-find/assets-shader-list-all, then call with the appropriate toggles), with defaults and mutual-exclusivity rules stated. It is not a 5 because no concrete example shows how to construct the required assetRef from the found shader, leaving the final invocation step implicit.

4 / 5

Progressive Disclosure

No bundle files (references/, scripts/, assets/) exist, and ~280 lines of API schema that clearly belongs in a separate reference file are inlined in SKILL.md — matching the anchor 'content that should be separate is inline'. It is not a 2 because the body is well-sectioned (Toggles, Path-scoped reads, Path syntax, How to Call, Input, Output) making it navigable; it is not a 4 because the bulk of the file is reference material rather than an overview.

3 / 5

Total

12

/

20

Passed

Description

71%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 highly specific and comprehensive about what the tool returns, with a clear Unity-shader niche and explicit tool-chain positioning. Its main weakness is the absence of an explicit 'Use when...' trigger clause for this skill itself — the closest guidance routes to prerequisite tools — which caps completeness and limits natural trigger phrasing.

Suggestions

Add an explicit trigger clause such as "Use when you need detailed information about a specific shader — its properties/uniforms, subshaders and passes, compilation errors, or whether it is supported on the current platform."

Include natural synonyms users would say: "shader errors or warnings", "uniforms", and the ".shader" file extension, rather than only technical terms like "compilation messages" and "path-scoped reads".

DimensionReasoningScore

Specificity

"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`" enumerates every concrete capability of the tool comprehensively. This clearly matches the anchor 'Lists multiple specific concrete actions; comprehensive coverage', not the level below where coverage has minor gaps.

5 / 5

Completeness

The 'what' is explicit and detailed, but the only 'when' guidance is "Use 'assets-find' with `t:Shader` or 'assets-shader-list-all' to locate the shader first" — that is a prerequisite-tool routing instruction, not an explicit trigger for using this skill. Per the judging guideline, a missing 'Use when...' clause or equivalent caps completeness at 3; it is not a 2 because the what is fully clear and the when is weakly implied.

3 / 5

Trigger Term Quality

"shader asset", "properties", "compilation messages", and "supported status" are natural user phrasings, giving good keyword coverage. It is not a 5 because common variations are missing — users would say "shader errors/warnings" rather than "compilation messages", and there is no ".shader" extension or "uniforms" synonym; "path-scoped reads" is tool jargon rather than a natural trigger.

4 / 5

Distinctiveness Conflict Risk

"Get detailed data about a shader asset" carves a clear Unity-shader niche and explicitly names the sibling tools ('assets-find', 'assets-shader-list-all') that precede it, making it mostly distinct. It is not a 5 because within a Unity asset-tool family there remains minor overlap risk with closely related asset/material data tools that also touch shader information.

4 / 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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
IvanMurzak/Unity-MCP
Reviewed

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