Let your AI assistant build and edit real Unity Shader Graphs with native nodes through MCP or CLI compile checks, automatic rollback, previews, layout and safe GPU captures.SGForge connects AI assistants (any MCP client) and scripts to the Unity Editor, so they can create and edit Shader Graph assets the way you would with Unity's own nodes, not hand-written shaders. Every edit is backed up, validated and compiled, and rolled back if it breaks. Results are checked with captures on built-in stages or in your own scenes, and the Live Scene lets you try values without changing saved materials.Not tied to any genre anything Shader Graph can make - stylized or realistic surfaces, VFX, particles, UI. Everything it produces is a normal, fully editable Shader Graph. Includes ten example sphere shaders with a demo scene (Built-In, URP and HDRP).Create and edit .shadergraph and .shadersubgraph assets with native nodes, via MCP or CLISafe edits: byte-exact backup, validation, compile check and automatic rollback; dry runsFormulas: one line of arithmetic becomes native nodesSub Graphs: create, extract part of a graph, edit outputs in placeProperties, keywords, categories, custom interpolators, targets and graph settingsUnity 6000.6 / Shader Graph 17.6: function nodes, Expression nodes, Preprocessor DirectivesAutomatic layout with straight wires, and readability scoringGraph audit and line-numbered compile diagnostics; project-wide sweep for CICaptures: preview stages, your scenes, Play mode, contact sheets, animation sequences, node probes, reference comparisonGPU safety: new shaders measured small before any capture, with cost reportsInteractive Live Scene for trying valuesMaterials: create, inspect, sync; GUIDs kept on overwriteProcedural meshes for shaders, and mesh inspectionTexture import settings, and data textures made from numbersSeveral Editors open: changes always reach the right projectEditor-only and self-contained; Unity 2022.3+, URP, HDRP and Built-inRequires Shader Graph and Newtonsoft JSON; examples include URP, HDRP and Built-in targetsAI coding agents were used to test MCP functionality, including tool discovery, command execution, Shader Graph creation and editing, and error handling. These tests helped verify the communication between AI clients and SGForge inside Unity.


