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.
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.
$ npx skills add TypeDreamMoon/DreamShader --skill dream-shader-verify -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-verify --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-verify .claude/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .claude/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verifyType 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-verify -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-verify --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-verify .agents/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .agents/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verify -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-verify --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-verify .cursor/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .cursor/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verify--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-verify -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install TypeDreamMoon/DreamShader dream-shader-verify --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-verify .gemini/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .gemini/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verifyInstalls 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-verify -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-verify .github/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .github/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verify -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-verify --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-verify .opencode/skills/dream-shader-verify && 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-verify" agent skill from https://github.com/TypeDreamMoon/DreamShader/tree/main/.skill/dream-shader-verify into .opencode/skills/dream-shader-verify/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "dream-shader-verify", 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-verifyCheck 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.
Dream Shader Verify is an agent skill from 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. Use when asked to verify, validate, check, build, compile, test or CI-gate .dss / .dsi / .dsp / .dsm / .dsf sources, or to find out whether a material still builds.
Its SKILL.md is about 2.1k 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 and Game development. 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 Verify loads about 2.1k tokens when it runs. Until then it costs about 92 tokens; SKILL.md has 975 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). 975 words, ~2,130 tokens.
.claude/skills/dream-shader-verify/SKILL.md (or your agent's skills folder).<file> | -AllThe gate every other DreamShader skill ends with. The driver, .skill/dsc.ps1, wraps
UnrealEditor-Cmd.exe <project> -run=DreamShader <verb> so a check is one command and one exit code.
Paths below are relative to the plugin root, Plugins/DreamShader/.
| Verb | Goes as far as | Writes | Use it |
|---|---|---|---|
check | parse, bind, lower, validate — everything before an asset | nothing | first, and after every edit: the fast gate |
compile | the asset | the .uasset files (and a .dsp's render targets and registry files) | to prove the file builds |
check -Shaders | the asset and its shaders, for the project's shader formats | the assets, as compile does | for a /// @custom body or a .dsp with HLSL passes — the only thing that compiles that HLSL |
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/UI/M_Panel.dss
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 compile DShader/UI/M_Panel.dss -Force -CleanNew
pwsh -File Plugins/DreamShader/.skill/dsc.ps1 check DShader/Passes/CP_Outline.dsp -Shaders -CleanNewExit 0 success, 1 failure — the commandlet's own codes. Run from anywhere inside the project: the driver
walks up for the .uproject and resolves the engine from its EngineAssociation.
Every run boots the editor — tens of seconds before DreamShader gets control. One run over many files costs
about what one file does, so batch: edit everything, then check -All once.
| Argument | Effect |
|---|---|
| (positional) | the source — absolute, or relative to the working directory. .dss .dsi .dsp .dsm .dsf; a .dsh is checked through the files that include it |
-All | every source of every source root — the project's DShader/ and each enabled plugin's — except Packages/. compile builds .dsf first, the rest in path order |
-Force | compile / check -Shaders: rebuild even when the source hash is unchanged. Without it an unchanged file logs Skipped … source hash is unchanged … and proves nothing |
-CleanNew | delete the .uasset files this run created (they were not on disk before it), then prune the emptied folders |
-DiagnosticsOut <file> | check: the diagnostics as JSON as well |
-Platform SM6,SM5 / -Quality High / -Timeout 120 | check -Shaders: which formats and quality levels, and how long one material may take |
-Project / -Engine | override the discovery; UE_ENGINE_ROOT works too |
-Raw | the whole engine log instead of the DreamShader messages |
dsc: compile project=MyProject.uproject engine=C:\Program Files\Epic Games\UE_5.8
LogDreamShader: Display: Generated Material /Game/UI/M_Panel.M_Panel from …/DShader/UI/M_Panel.dss.
Warnings:
…/DShader/UI/M_Panel.dss(13,20): DSH7233: A slider range ('@slider', …) is for a scalar parameter; this one is 'float3', which has no slider, so the range is ignored.
Assets written to disk by this run:
Content/UI/M_Panel.uasset [NEW]
deleted (-CleanNew)
dsc: OK (exit 0)A failure lists every error of the stage that failed, each with its position and code:
LogDreamShader: Error: …/M_Broken.dss(7,16): DSH4200: 'Tin' is not declared in this scope.
LogDreamShader: Error: …/M_Broken.dss(8,15): DSH4208: 'saturte' is not a function, a builtin or a struct.
LogDreamShader: Error: …/M_Broken.dss(9,16): DSH4250: 'mix' is the GLSL spelling; this language is HLSL, so write 'lerp'.
LogDreamShader: Error: DreamShader check: 1 source(s), 3 error(s), 0 warning(s). RESULT=FAILED
dsc: FAILED (exit 1)The pipeline stops between stages — parse, bind, lower, validate, emit — not at the first error: fix them all, then run again. A syntax error can hide the binder's errors behind it, so a second run may find more.
compileThe commandlet writes real .uasset files. The interactive editor, for a ThinCustom material (the project
default), does not: it keeps the product in memory (Ephemeral), and the source is the authoring surface. A
file a headless run left on disk then wins: the editor rebuilds that material on disk instead of in memory
(it logs so, and Tools ▸ DreamShader ▸ Make Ephemeral undoes it).
So -CleanNew: the driver records every .uasset under the Content folders of the project and its plugins
before the run, and deletes only the ones that were not there before. An asset that existed and was rewritten
is never deleted; when git tracks it, it is reported in red with the command that restores it:
Content/UI/Cards/M_Foil.uasset [TRACKED AND MODIFIED]
restore with: git -C "D:\Work\MyProject" checkout -- "Content/UI/Cards/M_Foil.uasset"That is not a driver bug: the source genuinely regenerated the asset, and only the user knows whether the new bytes should be kept. (A Graph-backend material and a material function are saved on every build in the editor too; for those, a rewrite is expected.)
-All covers the plugins' sources too. Every enabled plugin with a DShader/ folder is a source root, so
compile -All rebuilds its materials into its own Content/ — files another repository owns. Compile single
files while iterating; keep -All for check, or for a deliberate gate..dsp builds on UE 5.8+ only (DSH8300 below that). Besides the pipeline it writes a render target per
exported buffer, and an HLSL pass rewrites the project's DShader/.dreampass/ registry and snapshots — source
files to commit, which the driver lists after the run.check -Shaders saves assets, because 2.0 has no transient asset; the driver reports them like
compile's. It drives the cook-target shader compilers (a commandlet does not render), so its HLSL errors come
from the engine log.compile -All can have built nothing: an empty source list logs
DreamShader commandlet found no source files to compile. at Warning and exits 0. Look for Generated ….-Force and -Force=true
(1, yes, on) are on and -Force=false (0, no, off) is off; any other value, an empty one
included, is DSH9110 and the command exits 1 without touching a file. The driver passes flags bare.-run=DreamShader is the verb, unconditionally — -run=DreamShader Source=X compile runs a verb called Source=X.diagnostics.json, no squiggles in VS Code. The log is
where a headless run's diagnostics are — and the driver prints them, each report whole./Game/X into
C:/Program Files/Git/Game/X.| Symptom | Fix |
|---|---|
EngineAssociation '…' is not registered. | pass -Engine <root> or set UE_ENGINE_ROOT |
Could not find a .uproject at or above … | pass -Project |
UnrealEditor-Cmd.exe not found at … | the engine root is wrong — it is the directory containing Engine/ |
dsc: FAILED (exit 1) with no LogDreamShader line | re-run with -Raw; the failure was before DreamShader got control (a missing module, a crash at boot) |
Skipped … source hash is unchanged … | add -Force |
DreamShader compile requires a .dss, .dsi, .dsp, .dsm or .dsf file: … | you pointed at a .dsh or another file. A header builds nothing — compile a file that includes it |
… (mount '/X/' is not the project or one of its plugins …) | the asset went to an engine or external mount; find and clean it by hand |
Docs/tools/commandlet.md — every verb and flag behind the driverDocs/generation/ephemeral.md — Ephemeral and MaterializedDocs/generation/caching.md — the hash skip -Force bypassesdream-shader-diagnose — resolving a code© 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-verify of TypeDreamMoon/DreamShader.
Open the folder on GitHubat commit 1a5dfab
Dream Shader Verify 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 Verify this skillTypeDreamMoon/DreamShader | 106 | — | ~2.1k | 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
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…
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…
Works with
Categories
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. Dream Shader Verify is an agent skill from 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.
Dream Shader Verify fits situations like: asked to verify; CI-gate .dss / .dsi / .dsp / .dsm / .dsf sources; find out whether a material still builds.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-verify -a claude-code`. Or copy the skill folder (.skill/dream-shader-verify in TypeDreamMoon/DreamShader) into .claude/skills/dream-shader-verify in your project. Claude Code loads it when a task matches its description.
Run `npx skills add TypeDreamMoon/DreamShader --skill dream-shader-verify -a codex`. Or copy the skill folder (.skill/dream-shader-verify in TypeDreamMoon/DreamShader) into .agents/skills/dream-shader-verify 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-verify -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-verify, .gemini/skills/dream-shader-verify, .github/skills/dream-shader-verify and .opencode/skills/dream-shader-verify in your project.
Going by SKILL.md and its folder, Dream Shader Verify 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 Verify is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.1k tokens (SKILL.md is roughly 8.5k 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 Verify: 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.