Construct Shader Graph MCP Guidance

Guide MCP-controlled Construct Shader Graph edits with inspection-first workflows.

1|Updated Mar 8, 2026
One-click install
npx skills add https://github.com/skymen/construct-shader-graph-mcp --skill construct-shader-graph-mcp-guidance
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Skill: Construct Shader Graph MCP Guidance
Source: https://github.com/skymen/construct-shader-graph-mcp/tree/main/src/guidance
Command: npx skills add https://github.com/skymen/construct-shader-graph-mcp --skill construct-shader-graph-mcp-guidance

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This guidance prevents incorrect or destructive shader-graph edits by enforcing a reliable MCP-first workflow with careful inspection, minimal mutations, and verification.

Core Features & Use Cases

  • MCP-only execution discipline: ensures every action happens through MCP tools rather than ad-hoc assumptions.
  • Deterministic, safe graph editing loop: mandates project discovery, explicit project selection, targeted inspection, atomic edits, and post-edit verification.
  • Strong Construct Shader Graph domain practices: covers node/port discipline, preview/debug workflows, renderer-agnostic behavior, and scale-aware value guidance (pixelSize/texelSize).
  • Method safety model: distinguishes read-only calls from side-effecting calls to reduce accidental changes.

Quick Start

Use this guidance to control Construct Shader Graph through the MCP bridge by following its required session lifecycle, inspecting state before edits, and verifying preview/errors after each meaningful shader edit.

Frequently Asked Questions about Construct Shader Graph MCP Guidance

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I safely edit Construct shader graphs via MCP without breaking existing nodes?

To safely edit Construct shader graphs via MCP, you must follow an inspection-first, minimal-mutation workflow that mandates project discovery, explicit selection, targeted inspection, atomic edits, and post-edit verification. This prevents destructive changes by ensuring every action happens through MCP tools rather than ad-hoc assumptions.

What is the MCP session lifecycle required for Construct Shader Graph node editing?

The MCP session lifecycle for Construct Shader Graph node editing requires mandatory lifecycle calls, exact MCP return values and ids, and manifest-based ambiguity resolution. This deterministic loop separates read-only inspection from side-effecting operations to reduce accidental changes during node and wire modifications.

How do I debug and preview Construct shader graph changes through a websocket bridge?

You debug and preview Construct shader graph changes through a websocket bridge by executing manifest-driven methods to apply node edits, then immediately verifying preview outputs and errors. The workflow enforces renderer-agnostic behavior and scale-aware value guidance, such as pixelSize and texelSize, during preview debugging.

Can I use MCP method execution to separate read-only inspections from side-effecting graph changes?

Yes, you can use MCP method execution to separate read-only inspections from side-effecting graph changes. This safety model distinguishes between calls that only observe graph state and calls that mutate nodes or wires, reducing accidental edits by enforcing explicit rules for side-effecting operations.

How do I resolve ambiguity in Construct Shader Graph method execution using manifests?

You resolve ambiguity in Construct Shader Graph method execution using manifests by relying on manifest-driven method execution and explicit project discovery. The guidance requires using exact MCP return values and ids, ensuring that any ambiguity in node, wire, or preview changes is resolved through the manifest before applying mutations.

What are the limitations of ad-hoc assumptions when editing node graphs through MCP?

The limitation of ad-hoc assumptions when editing node graphs through MCP is that they bypass the mandatory session lifecycle and safety guardrails, leading to incorrect or destructive shader-graph edits. The workflow requires explicit project selection, atomic edits, and post-edit verification to prevent accidental changes.