Critical Risk →

shader_delete

Delete a shader from Unity project

How to control shader_delete ↓

What shader_delete does on MCP Server for Unity

AI agents call shader_delete to permanently remove resources in MCP Server for Unity — typically in cleanup and lifecycle workflows. It does its job in a single call, and there is no undo.

Critical Risk

Why shader_delete needs a policy

Shader deletion is an irreversible operation that permanently removes a shader asset from the Unity project. Once deleted, the shader cannot be recovered through normal means, and any materials or objects depending on that shader will lose their visual definition. This fits the Destructive category (irreversibly deletes data that cannot be undone) rather than Write (which covers reversible modifications).

From the tool's definition Tool name is 'shader_delete' with description 'Delete a shader from Unity project'. The verb 'delete' combined with shader removal indicates irreversible data destruction.

Documented attack patterns abuse exactly the kind of access shader_delete gives an agent:

How to control shader_delete

PolicyLayer is an MCP gateway — it sits between your AI agents and MCP Server for Unity, and nothing reaches the server without passing your rules. This is the rule we recommend for shader_delete:

policy.json
{
  "version": "1",
  "default": "deny",
  "hide": [
    "shader_delete"
  ]
}

shader_delete disappears from the agent's tool list entirely, and any attempt to call it is denied. The rest of the server keeps working.

  1. Create a free account and register MCP Server for Unity — nothing to install.
  2. Add this policy — paste it, or build it visually.
  3. Point your MCP client (Claude, Cursor, anything) at your gateway URL.
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Related tools and policies

Go deeper

Questions about shader_delete

What does the shader_delete tool do? +

Delete a shader from Unity project. It is categorised as a Destructive tool in the MCP Server for Unity MCP Server, which means it can permanently delete or destroy data. Block by default and require explicit approval.

How do I enforce a policy on shader_delete? +

Register the MCP Server for Unity MCP server in PolicyLayer and add a rule for shader_delete: 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 MCP Server for Unity. Nothing to install.

What risk level is shader_delete? +

shader_delete is a Destructive tool with critical risk. Critical-risk tools should be blocked by default and only enabled with explicit human approval.

Can I rate-limit shader_delete? +

Yes. Add a rate_limit block to the shader_delete 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 shader_delete completely? +

Set action: deny in the PolicyLayer policy for shader_delete. 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 shader_delete? +

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

Enforce policy on every MCP Server for Unity tool call.

Start from MCP Server for Unity, add the rest of your stack, and see everything your agents can call. Then put policy on all of it.

Free to start. No card required.

15 MCP Server for Unity tools catalogued and risk-classified — across an index of 43,000+ MCP servers.

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