edit_shader
Edit a shader file by replacing old_text with new_text
This record as markdown: /tools/keeveeg-godot-mcp/edit-shader.md
What edit_shader does on Godot
AI agents use edit_shader to create or update resources in Godot, usually the action step of a workflow, after the agent has gathered context. Every call changes real data in your Godot environment.
| Parameter | Type | Required | Description |
|---|---|---|---|
path | string | Yes | Shader file path |
new_text | string | Yes | Replacement text |
old_text | string | Yes | Text to find and replace |
Parameters from the server's own tool schema.
Why edit_shader is rated Medium
This tool creates or modifies data (shader code) in a reversible manner. While shaders control rendering behavior in Godot, the action itself is a write operation—the changes can be undone by reverting the file or re-editing it. The high severity reflects that corrupted shader code could break rendering in a game project, but it's not Destructive (reversible) nor Execute (doesn't run code, just edits it).
From the tool's definition Tool description states it can 'replace old_text with new_text' in shader files, which modifies file content.
Risk signalsAccepts file system path (path)
Attacks that exploit this kind of access
The rule that runs edit_shader safely
PolicyLayer is an MCP gateway: it sits between your AI agents and Godot, and checks every tool call against a rule you set before the call runs. Nothing changes on the server itself. For edit_shader, this is the rule to start with:
edit_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 Godot, apply this rule, and every edit_shader call is checked against it from then on.
Questions about edit_shader
Edit a shader file by replacing old_text with new_text. It is categorised as a Write tool in the Godot MCP Server, which means it can create or modify data. Consider rate limits to prevent runaway writes.
edit_shader accepts 3 parameters: path, new_text, old_text. Required: path, new_text, old_text. The full parameter table on this page comes from the server's own tool schema.
Register the Godot MCP server in PolicyLayer and add a rule for edit_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 Godot. Nothing to install.
edit_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 edit_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 edit_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.
edit_shader is provided by the Godot MCP server (@keeveeg/godot-mcp). PolicyLayer sits as a proxy in front of this server to enforce policies before tool calls reach the server.
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