AI agent skill · by @MRCalderon3D
Materials Shading Pipeline
Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent and batchable.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# Materials and Shading Pipeline ## Purpose Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent, batchable, and within performance budgets. ## Use When - 3D assets need surfacing and no material convention exists - material or shader counts grow per asset instead of per library - visual inconsistency or draw-call costs trace back to ad hoc materials ## Inputs - art direction (stylized vs realistic, palette, roughness language) - target runtime's material/shader model and instancing support - texture budgets per platform (resolution, compression, memory) - asset categories and their reuse expectations ## Process 1. build a material library: a small set of master materials/shaders with instances (or parameter variants) per use, instead of unique materials per asset 2. define the PBR texture set and channel packing convention (e.g. base color, normal, and a packed ORM map), naming, and resolution tiers per asset category 3. set texture authoring rules: texel density targets, atlas/trim-sheet usage for modular kits and props, and palette/gradient atlases where the style allows 4. budget shader complexity and material count per scene; treat every new master shader as a reviewed decision, not a per-asset convenience 5. define color-space rules (sRGB for color maps, linear for data maps) and compression settings per map type and platform 6. validate batching in the runtime: shared materials must actually batch/instance, and material count per scene stays within budget ## Outputs - master material/shader catalog with instancing rules - texture set, channel packing, naming, and resolution-tier conventions - texel density and atlas/trim-sheet guidance - per-scene material/shader budgets and validation checklist ## Quality Bar - assets are surfaced from the library — new master materials are rare, reviewed events - texture sets follow the packing/naming convention and import with correct color spaces - repeated assets share materials and demonstrably batch or instance in the runtime - texture memory and material counts stay within scene budgets on the weakest target ## Common Failure Modes - one unique material per asset, so draw calls scale with asset count and nothing batches - normal maps imported as sRGB or data maps compressed as color, silently breaking shading - texel density chosen per asset, making surfaces look mixed-resolution side by side - shader variants exploding because every feature toggle was added to one master shader ## Related Agents - technical-artist - performance-reviewer ## Related Commands - art-3d-pass - perf-budget - memory-budget ## Related Skills - 3d-asset-pipeline - lighting-lod-pipeline - technical-art-pipeline ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer. - Boundary: this skill owns surfacing conventions; `technical-art-pipeline` owns the broader tech-art tooling; `lighting-lod-pipeline` owns how surfaces are lit.