shadermaterial_create
Create a ShaderMaterial and assign it to a node's material slot in the edited scene (undoable). Targets CanvasItem.material (2D / Control) or GeometryInstance3D.material_override (3D); other node types return unsupported. Optionally assign a Shader loaded from a res:// path. In-scene and undoable...
This record as markdown: /tools/breakpoint-mcp/shadermaterial-create.md
What shadermaterial_create does on Breakpoint
AI agents use shadermaterial_create to create or update resources in Breakpoint, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Breakpoint environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Node path relative to the scene root (a CanvasItem or GeometryInstance3D) |
confirm | boolean | — | Skip the confirmation prompt (auto-approve) |
shader_path | string | — | res:// path to a Shader to assign to the new material |
Parameters from the server's own tool schema.
Why shadermaterial_create is rated Medium
An AI agent can call shadermaterial_create faster than any human can review: one bad instruction and it creates or modifies resources in Breakpoint by the hundred, each call as confident as the last.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs shadermaterial_create safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Breakpoint, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For shadermaterial_create, this is the rule to start with:
shadermaterial_create stays usable, but capped: an agent stuck in a loop can't make hundreds of changes a minute. Everything else on the server is denied unless you say otherwise.
The button opens the PolicyLayer dashboard: create your workspace, connect Breakpoint, apply this rule, and every shadermaterial_create call is checked against it from then on.
Questions about shadermaterial_create
Create a ShaderMaterial and assign it to a node's material slot in the edited scene (undoable). Targets CanvasItem.material (2D / Control) or GeometryInstance3D.material_override (3D); other node types return unsupported. Optionally assign a Shader loaded from a res:// path. In-scene and undoable — not gated. It is categorised as a Write tool in the Breakpoint MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
shadermaterial_create accepts 3 parameters: path, confirm, shader_path. Required: path. The full parameter table on this page comes from the server's own tool schema.
Register the Breakpoint MCP server in PolicyLayer and add a rule for shadermaterial_create: 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 Breakpoint. Nothing to install.
shadermaterial_create is a Write tool with medium risk. Write tools should be rate-limited to prevent accidental bulk modifications.
Yes. Add a rate_limit block to the shadermaterial_create 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.
Set action: deny in the PolicyLayer policy for shadermaterial_create. 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.
shadermaterial_create is provided by the Breakpoint MCP server (breakpoint-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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