UMG Material MCP
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.skill/dream-shader-create .claude/skills/dream-shader-create && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .claude/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-createType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.skill/dream-shader-create .agents/skills/dream-shader-create && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .agents/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.skill/dream-shader-create .cursor/skills/dream-shader-create && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .cursor/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/TypeDreamMoon/DreamShader.git --path .skill/dream-shader-create--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.skill/dream-shader-create .gemini/skills/dream-shader-create && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .gemini/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-createInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .github/skills && cp -r skills-src/.skill/dream-shader-create .github/skills/dream-shader-create && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .github/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-create --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/TypeDreamMoon/DreamShader.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.skill/dream-shader-create .opencode/skills/dream-shader-create && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "dream-shader-create" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-create into .opencode/skills/dream-shader-create/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-create", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
dream-shader-createWrite a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…
Dream Shader Create is an agent skill from TypeDreamMoon/DreamShader. Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it builds. Use when asked to create, author, add or write a DreamShader material, shader, material function, material instance, .dss / .dsi / .dsp file (or a .dsm in a 1.x project), or a render pass for an Unreal project.
Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Shaders, Game development and Plain language and style rules. It works with Unreal Engine. The repository describes itself as: Unreal Engine Material DSL. Use Dream Shader Lang Write Unreal Material. Simple · Fast · Full syntax · HLSL GLSL Lang Support. The licence is MIT.
Read from SKILL.md and the folder at commit 1a5dfab. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
pwshFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Dream Shader Create loads about 1.9k tokens when it runs. Until then it costs about 109 tokens; SKILL.md has 701 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from TypeDreamMoon/DreamShader at commit 1a5dfab, republished under its MIT licence (© TypeDreamMoon). 701 words, ~1,894 tokens.
.claude/skills/dream-shader-create/SKILL.md (or your agent's skills folder).<description>Turn a description — "a UI panel with scrolling scanlines and a glow band" — into a source file that provably builds. The proof is not optional: the compiler checks names, types, widths and engine pins, and the only way to know a file passes is to run it.
Paths below are relative to the plugin root, Plugins/DreamShader/.
1 — Pick the kind, then read its reference. Do not write DreamShaderLang from memory.
| The user wants | Write | Read first |
|---|---|---|
| a material, material function, layer or layer blend | a .dss | reference/dss.md |
| a variant of an existing material — other colours, other textures | a .dsi (material instance) | reference/dss.md § 7 |
| a render pass — an outline, a blur, a screen effect, a compute shader writing a texture | a .dsp and the .dss materials its passes use. UE 5.8+ only | reference/dsp.md |
a change in a project whose sources are .dsm / .dsf | match the project: a .dsm / .dsf — or offer dream-shader-migrate first | reference/legacy.md |
New work is .dss. Look at what the project already has (DShader/**) before choosing: mirror its folders,
naming (M_, MF_, MI_, CP_) and the doc-tag style of its parameters.
2 — Decide the details, then write the file under the project's DShader/ tree. A .dss builds its asset
where the file is: DShader/UI/M_Panel.dss → /Game/UI/M_Panel, named after its export function.
| Question | Answer it with |
|---|---|
| Which surface? | #pragma material(Domain = …, ShadingModel = …, BlendMode = …) — Docs/settings/material-enums.md |
| Must an artist open the graph? | #pragma material(Backend = Graph) for a plain UMaterial; leave it out for the project default (ThinCustom) |
| Dense math, a matrix, a real loop? | a /// @custom function — its body is verbatim HLSL |
| Reuse an existing material function? | /// @asset <path> + an extern prototype |
| Something a material cannot do — draw objects again, read another pass's output, run compute? | a .dsp |
Give every parameter @group, @sort and @desc — that is what makes the generated material instance usable
without reading the source — and @slider min max on scalars with a sensible range.
3 — Check it. Fast, writes nothing, reports every diagnostic of the file at once:
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/UI/M_ScanlinePanel.dssFix everything it reports, then check again. An unfamiliar code →
dream-shader-diagnose; every code has a page under
Docs/diagnostics/.
4 — Build it. check stops before the shader compiler; compile builds the asset:
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 compile DShader/UI/M_ScanlinePanel.dss -Force -CleanNewExit 0 and a Generated … line mean it built. -CleanNew deletes the .uasset the run created — keep it on:
the editor generates the same material in memory, and a leftover file shadows that. For a file with a
/// @custom body, or a .dsp with HLSL passes, run check -Shaders as well — it is the only thing that
compiles that HLSL (dream-shader-verify).
Batch: every run boots the editor (tens of seconds), and a run over many files costs about the same as one.
Write all the files first, then check them with check -All.
5 — Report the source path, the asset path, every parameter with its default and range, and anything the user should look at in the editor (a material's look cannot be checked headlessly).
"A UI scanline panel with a scrolling glow band and an adjustable tint":
// DShader/UI/M_ScanlinePanel.dss -- scanlines and a glow band that scrolls down the panel
#pragma material(Domain = UI, BlendMode = Translucent, ShadingModel = Unlit)
/// @group Scanline|Style @sort 10 @desc Base panel colour; alpha scales the opacity
uniform float4 Tint = float4(0.25, 0.85, 1.0, 1.0);
/// @group Scanline|Style @sort 20 @slider 8 128 @desc Scanlines across the panel height
uniform float LineCount = 48.0;
/// @group Scanline|Motion @sort 30 @slider 0 2 @desc Glow band travel speed, panels per second
uniform float ScrollSpeed = 0.35;
float GlowBand(float V, float Phase)
{
float Band = frac(V - Phase);
return pow(saturate(1.0 - abs(Band - 0.5) * 4.0), 3.0);
}
export void M_ScanlinePanel(inout material m)
{
float2 UV = UE.TexCoord(Index = 0);
float Scan = 0.5 + 0.5 * sin(UV.y * LineCount * 6.2831853);
float Glow = GlowBand(UV.y, UE.Time() * ScrollSpeed);
m.EmissiveColor = Tint.rgb * (0.4 + Glow * 1.6);
m.Opacity = saturate(Scan * 0.6 + Glow) * Tint.a;
}LogDreamShader: Display: Generated Material /Game/UI/M_ScanlinePanel.M_ScanlinePanel from …/DShader/UI/M_ScanlinePanel.dss.
Assets written to disk by this run:
Content/UI/M_ScanlinePanel.uasset [NEW]
deleted (-CleanNew)
dsc: OK (exit 0)A red variant is a .dsi beside it, overriding only what differs:
// DShader/UI/MI_ScanlinePanel_Red.dsi
#pragma instance(Parent = "M_ScanlinePanel")
uniform float4 Tint = float4(1.0, 0.25, 0.2, 1.0);DSH4200 / DSH4208, with a "did you mean"). HLSL spellings only — mix,
fract, mod, vec3 are DSH4250.float4 to a float3 is DSH4226 — write .rgb.discard in a branch or switch in graph code (DSH4361, DSH4360,
DSH4362, DSH2160). Those belong in a /// @custom body.UE.* calls take named arguments (UE.LinearInterpolate(A = 0.0, B = Gain, Alpha = t)); positional is
DSH5220 except for a few (UE.TexCoord, UE.Time, …). Look the node up in Docs/builtins/ue.md rather than guessing pin names./// @custom body is not checked by check — only check -Shaders compiles it.export void … (inout material m) per file, and a material's functions in another file (DSH6201).= …: /// @default /Game/T_X above uniform Texture2D T; (DSH7213).@slider is for scalars — on a vector it is ignored with DSH7233..dsp is UE 5.8+ and needs its pass materials written as .dss too; its traps are in
reference/dsp.md § 6.dream-shader-verify — check, compile, check -Shaders, -Alldream-shader-diagnose — resolving a codeDocs/language-v2/index.md — the 2.0 language in fullDocs/examples/custom-pass.md — complete pipelines with their materials© TypeDreamMoon, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .skill/dream-shader-create of TypeDreamMoon/DreamShader.
Open the folder on GitHubat commit 1a5dfab
Dream Shader Create next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Dream Shader Create this skillTypeDreamMoon/DreamShader | 106 | — | ~1.9k | Automated safety check: Pass | MIT | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Game DeveloperJeffallan/claude-skills | 12k | — | ~1.5k | Automated safety check: Pass | MIT | |
| Scenario Unreal Materialsscenario-labs/skills | 946 | — | ~4.6k | Automated safety check: Pass | MIT | |
| Gamedev Shadersericrisco/rsc-harness | 180 | — | ~3.6k | Automated safety check: Pass | MIT | |
| UMG MCP Authoringwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~2.6k | Automated safety check: Pass | MIT |
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
Jeffallan/claude-skills
Covers game programming in Unity and Unreal Engine: ECS design, physics, multiplayer networking, shaders and profiling toward a 60 FPS target.
scenario-labs/skills
A skill your agent uses when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens…
ericrisco/rsc-harness
A skill your agent uses when authoring or debugging a shader, material, VFX, or full-screen post-process in a game engine — Godot 4.x .gdshader, Unity 6 URP/HDRP, Unreal 5.x Materials, effect…
winyunq/UnrealMotionGraphicsMCP
Builds and edits Unreal Engine UMG interfaces through the Unreal Motion Graphics MCP, covering widget trees, HLSL materials, Sequencer animations and readback checks.
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
TypeDreamMoon/DreamShader
Export an existing Unreal material, material function, layer, layer blend, material instance or Custom Pass pipeline back into DreamShaderLang source headlessly, so a hand-built material graph or…
TypeDreamMoon/DreamShader
Resolve a DreamShader compile error or warning — look its DSH code up, explain the cause, and fix the source — or find out why a DreamShader material silently comes out wrong.
TypeDreamMoon/DreamShader
Rewrite DreamShaderLang 1.x sources (.dsm / .dsf / .dsh) as 2.0 .dss with dsc migrate, which proves each rewrite builds the same graph before it writes anything.
TypeDreamMoon/DreamShader
Clean up a machine-written DreamShader source — a decompiled or migrated .dss (or a 1.x .dsm / .dsf export) — into one a person would have written, without changing what it builds, and prove the…
TypeDreamMoon/DreamShader
Check and compile DreamShader sources headlessly — one file or the whole DShader tree — without opening the Unreal editor, and read back every diagnostic with its file, line and code.
Works with
Categories
Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it…. Dream Shader Create is an agent skill from TypeDreamMoon/DreamShader. Write a new DreamShader source from a plain-language description — a material, material function, layer, material instance or Custom Pass pipeline — then check and compile it headlessly to prove it builds.
Dream Shader Create fits situations like: asked to create; write a DreamShader material; material function; material instance.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a claude-code`. Or copy the skill folder (.skill/dream-shader-create in TypeDreamMoon/DreamShader) into .claude/skills/dream-shader-create in your project. Claude Code loads it when a task matches its description.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a codex`. Or copy the skill folder (.skill/dream-shader-create in TypeDreamMoon/DreamShader) into .agents/skills/dream-shader-create in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-create -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/dream-shader-create, .gemini/skills/dream-shader-create, .github/skills/dream-shader-create and .opencode/skills/dream-shader-create in your project.
Going by SKILL.md and its folder, Dream Shader Create needs the command-line tools its instructions call (pwsh).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Dream Shader Create is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.9k tokens (SKILL.md is roughly 7.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Dream Shader Create: UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars), Game Developer (Jeffallan/claude-skills, 12k stars), Scenario Unreal Materials (scenario-labs/skills, 946 stars) and Gamedev Shaders (ericrisco/rsc-harness, 180 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
TypeDreamMoon (a GitHub user) maintains it in TypeDreamMoon/DreamShader, which has 106 GitHub stars. The repository holds 6 skills in this directory. The repository was last updated on October 9, 2026.
Source: TypeDreamMoon/DreamShader on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.