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.
git clone --depth 1 https://github.com/AmaniDawn/DGameWrote 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.
[](https://agentmods.dev/commands/amanidawn/dgame/materials)<a href="https://agentmods.dev/commands/amanidawn/dgame/materials"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/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.
<a href="https://agentmods.dev/commands/amanidawn/dgame/materials"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once 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 |
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 20d 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.
This is a copy
100% identical to materials — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
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. |
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.
- 20d ago First seen · 56 lines · 0 tokens per session scan A 8717fba38bf2
materials is a command published in the GitHub repository AmaniDawn/DGame (173 stars, last pushed 3d 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. It is 100% identical to materials, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
materials
Read and edit material shader properties, and discover/introspect shaders so an agent can pick a valid shader name and property set.
accessibility-pass
Review accessibility coverage for input, readability, audio, and difficulty options against design intent.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
art-bible
Guided visual identity specification authoring.
balance-check
Analyze game balance data and configurations.
consistency-check
Detect cross-document inconsistencies.