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.
npx skills add german-krasnikov/unity-biome-mcp --skill unity-materials-shadersgit clone --depth 1 https://github.com/german-krasnikov/unity-biome-mcpWrote 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/skills/german-krasnikov/unity-biome-mcp/unity-materials-shaders)<a href="https://agentmods.dev/skills/german-krasnikov/unity-biome-mcp/unity-materials-shaders"><img src="https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-materials-shaders/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/skills/german-krasnikov/unity-biome-mcp/unity-materials-shaders"><img src="https://agentmods.dev/badge/skills/german-krasnikov/unity-biome-mcp/unity-materials-shaders.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Agent Snooping · line 9 Skill enumerates or reads other installed skills. Access to other skills' SKILL.md files or the skills directory reveals prompt instructions, capabilities, and secrets that should be invisible to peer skills.Fix: Remove all code or instructions that list or read other skills' files or directories. Skills should operate independently; cross-skill access is a privilege escalation.
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 | $0.00032 | $0.00466 |
| Opus 5 | $0.00016 | $0.00233 |
| Sonnet 5 | $0.00006 | $0.00093 |
| Haiku 4.5 | $0.00003 | $0.00047 |
Grade A, and why
unity-materials-shaders 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 10d 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.
What it actually says
Unity Materials And Shaders
If it is not already loaded, read
.claude/skills/unity-mcp-operations/SKILL.md once. Enable ASSETS for
material assets and shader authoring. Enable MEDIA only for gated rendering
diagnostics required by the task.
Choose The Surface
| Goal | Tool |
|---|---|
| Quick scene-object color and shader | set_material |
| Material assets, slots, properties, copies | material |
| Shader source or Shader Graph | shader |
| Scene-wide material and texture health | material_audit |
| Rendering analysis | render_analyze |
Examples
batch(
commands="""
material action=create path=Assets/Materials/Marker.mat shader="Universal Render Pipeline/Lit"
material action=set path=Assets/Materials/Marker.mat prop=_BaseColor value=#39E6A3
material action=get path=Assets/Materials/Marker.mat
""",
on_error="stop"
)
shader(
action="create",
path="Assets/Shaders/BiomePulse.shader",
preset="unlit",
shader_name="Biome/Pulse"
)
shader(action="get", path="Assets/Shaders/BiomePulse.shader")
Rules
- Inspect available material properties before setting unfamiliar names.
- Distinguish shared, instance, and asset mutation explicitly.
- Keep Shader Graph node and edge edits small and verify graph structure after each logical group.
- Save node layout with
graph_get_layoutbefore major graph changes; restore withgraph_set_layoutor usegraph_auto_layoutfor topological re-arrangement. - Run material or render diagnostics after bulk shader changes.
- Use a screenshot only for appearance; inspect material/shader data for exact assignments.
- Material and shader asset writes are not guaranteed to roll back with Unity Undo; inspect partial assets after a stopped batch.
- Do not duplicate asset-move guidance from
unity-assets-prefabs.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago First seen · 60 lines · 32 tokens per session scan A 6a41c01076f9
unity-materials-shaders is a skill published in the GitHub repository german-krasnikov/unity-biome-mcp (29 stars, last pushed yesterday), licensed MIT. It adds 32 tokens to every session and 466 once invoked, about $0.0002 per session on Opus 5. 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 2026-08-30.
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