materials

materials is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (897 once invoked), scanned A, original, MIT.

Commands for reading and editing Unity materials, which define how surfaces look, and for discovering the shaders and properties those materials support.

In plain words
What is it for?
Use them to inspect a material, change colors, numbers, vectors, textures, shaders, render order, or shader keywords, and identify valid shader properties.
Why use it?
They remove the need to open each material in the Inspector and help avoid using shader properties that do not exist or have the wrong type.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use them to inspect a material, change colors, numbers, vectors, textures, shaders, render order, or shader keywords, and identify valid shader properties.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/materials
About the project

TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/Alex-Rachel/TEngine

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for materials

README.md
[![agentmods](https://agentmods.dev/badge/commands/alex-rachel/tengine/materials/github.svg)](https://agentmods.dev/commands/alex-rachel/tengine/materials)
Your own site
<a href="https://agentmods.dev/commands/alex-rachel/tengine/materials"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/materials/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for materials

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/materials"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 897 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.00897
Opus 5.5 $0.00000 $0.00359
Sonnet 5.5 $0.00000 $0.00179
Haiku 4.5 $0.00000 $0.00090

Measured 23d ago against content hash 8717fba38bf2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 23d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

  • materials — 100% identical, 0 lines differ
UnityProject/Packages/com.unity.pipeline/Documentation~/commands/materials.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Material & shader commands

Read and edit material shader properties, and discover/introspect shaders so an agent can pick a valid shader name and property set.

Materials

get_material_properties

Read a material's shader, render queue, enabled keywords, and all shader properties with their current values (Color as [r,g,b,a], Vector as [x,y,z,w], Texture as an object reference).

Parameter Required Default Description
material yes – Reference to the .mat asset (or a loaded material) to read (path / guid / globalId / instanceId).

Returns: MaterialPropertiesResult

set_material_properties

Set shader properties on a material (Float/Range/Int=number; Color=[r,g,b,a] or "#RRGGBBAA" hex; Vector=[x,y,z,w]; Texture=an object reference or null to clear), optionally reassign the shader, set the render queue, and toggle keywords. Unknown names / type mismatches are reported in unknown[].

Parameter Required Default Description
material yes – Reference to the .mat asset (or a loaded material) to edit (path / guid / globalId / instanceId).
shader no – Reassign the material's shader by name (e.g. "Standard", "Universal Render Pipeline/Lit", or a Shader Graph shader name). Applied before properties so new property names resolve against the new shader.
properties no – JSON object of shader property name -> value. Names must include the leading underscore (e.g. _BaseColor). Float/Range/Int=number; Color=[r,g,b,a] or hex string; Vector=[x,y,z,w]; Texture=an object reference {guid/path} or null.
renderQueue no – Explicit render queue, or -1 to inherit from the shader. Omit to leave unchanged.
enableKeywords no – Shader keywords to enable (e.g. _NORMALMAP, _EMISSION).
disableKeywords no – Shader keywords to disable.
confirm no false Reserved for parity; editing an existing material is non-destructive and undoable, so it is not required.
dry_run no false If true, validate the shader, resolve property names and texture refs, and report applied[]/unknown[] without writing anything.

Read the full file on GitHub · 56 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 23d ago First seen · 56 lines · 0 tokens per session scan A 8717fba38bf2

Subscribe to this mod's changes

materials is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 897 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-23.