Add Unity Pipeline package support

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2026-07-31 17:34:04 +08:00
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# 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. |
**Returns:** `SetMaterialPropertiesResult`
## Shaders
### `list_shaders`
Discover available shaders so an agent can pick a valid name for set_material_properties / create_asset. Returns `[{ name, assetPath|null, isBuiltin, isSupported }]`.
| Parameter | Required | Default | Description |
|-----------|----------|---------|-------------|
| `filter` | no | `` | Case-insensitive substring matched against the shader name (e.g. "URP", "Lit"). |
| `includeBuiltin` | no | `true` | Include built-in/engine shaders (those with no project asset path). |
| `limit` | no | `200` | Maximum number of shaders to return. |
**Returns:** `object` (list of `ShaderInfo`)
### `get_shader_properties`
Introspect a shader's declared property list (name, description, type Color|Vector|Float|Range|TexEnv|Int, range, textureDimension, flags). Provide `shader` (by name) OR `material` (read the shader off that material).
| Parameter | Required | Default | Description |
|-----------|----------|---------|-------------|
| `shader` | no | `` | Shader name (e.g. "Universal Render Pipeline/Lit"). Provide this OR 'material'. |
| `material` | no | `` | Reference to a material to read the shader from instead of naming it. Provide this OR 'shader'. |
**Returns:** `ShaderPropertiesResult`
See [Creating commands](../creating-commands.md) and [Connectivity](../connectivity.md).