shadermaterial_set_shader
Load a Shader from a res:// path and assign it to the ShaderMaterial on a node's material slot in the edited scene (undoable). The node must already have a ShaderMaterial. In-scene and undoable — not gated.
This record as markdown: /tools/breakpoint-mcp/shadermaterial-set-shader.md
What shadermaterial_set_shader does on Breakpoint
AI agents use shadermaterial_set_shader 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 |
shader_path | string | Yes | res:// path to a Shader resource |
Parameters from the server's own tool schema.
Why shadermaterial_set_shader is rated Medium
The tool modifies existing material properties within a scene in a reversible manner (marked as 'undoable'). This is a Write operation because it updates state without deletion or code execution. While the tool operates on visual rendering, it does not execute arbitrary code or scripts—it loads and assigns a pre-existing shader resource.
From the tool's definition Tool description explicitly states 'Load a Shader from a res:// path and assign it to the ShaderMaterial on a node's material slot in the edited scene (undoable)'. This modifies visual properties of scene nodes by assigning shader resources.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs shadermaterial_set_shader 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_set_shader, this is the rule to start with:
shadermaterial_set_shader 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_set_shader call is checked against it from then on.
Questions about shadermaterial_set_shader
Load a Shader from a res:// path and assign it to the ShaderMaterial on a node's material slot in the edited scene (undoable). The node must already have a ShaderMaterial. 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_set_shader accepts 2 parameters: path, shader_path. Required: path, shader_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_set_shader: 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_set_shader 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_set_shader 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_set_shader. 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_set_shader 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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