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unity_shadergraph_add_node

Add a new node to a Shader Graph. Supports common types: Add, Multiply, Subtract, Divide, Lerp, Color, Float, Vector2, Vector3, Vector4, Time, UV, Position, Normal, SampleTexture2D, Fresnel, Saturate, OneMinus, Power, Split, Combine. Also supports any type by full class name.

SERVERUnity MCP Server SOURCEanklebreaker-studio/unity-mcp-server
Medium RISK CLASS
Category Write
Parameters 00 required
Recommended Rate-limitedsee the rule below
Registry record Grade F, identity unverified Pull the record →

This record as markdown: /tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-add-node.md

What unity_shadergraph_add_node does on Unity MCP Server

AI agents use unity_shadergraph_add_node to create or update resources in Unity MCP Server, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Unity MCP Server environment.

Why unity_shadergraph_add_node is rated Medium

This tool creates or modifies shader graph nodes, which are reversible changes to game assets within a Unity project. It does not execute arbitrary code, delete data, or cause financial impact.

From the tool's definition Tool description states it 'Add[s] a new node to a Shader Graph', which is a create/modify operation. The supported node types (Add, Multiply, Subtract, etc.) and ability to add 'any type by full class name' indicate creation of shader graph assets.

Questions about unity_shadergraph_add_node

What does the unity_shadergraph_add_node tool do? +

Add a new node to a Shader Graph. Supports common types: Add, Multiply, Subtract, Divide, Lerp, Color, Float, Vector2, Vector3, Vector4, Time, UV, Position, Normal, SampleTexture2D, Fresnel, Saturate, OneMinus, Power, Split, Combine. Also supports any type by full class name. It is categorised as a Write tool in the Unity MCP Server MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.

How do I enforce a policy on unity_shadergraph_add_node? +

Register the Unity MCP Server MCP server in PolicyLayer and add a rule for unity_shadergraph_add_node: allow, deny, rate-limit, or require approval. Point your MCP client at the PolicyLayer proxy URL and the rule is enforced on every call, before it reaches Unity MCP Server. Nothing to install.

What risk level is unity_shadergraph_add_node? +

unity_shadergraph_add_node is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.

Can I rate-limit unity_shadergraph_add_node? +

Yes. Add a rate_limit block to the unity_shadergraph_add_node rule in your PolicyLayer policy. For example, setting max: 10 and window: 60 limits the tool to 10 calls per minute. Rate limits are tracked per agent session and reset automatically.

How do I block unity_shadergraph_add_node completely? +

Set action: deny in the PolicyLayer policy for unity_shadergraph_add_node. The AI agent will receive a policy violation error and cannot call the tool. You can also include a reason field to explain why the tool is blocked.

What MCP server provides unity_shadergraph_add_node? +

unity_shadergraph_add_node is provided by the Unity MCP Server MCP server (anklebreaker-studio/unity-mcp-server). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.

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