Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add chrisgliddon/bevy-skills --skill bevy-pbr-materialsgit clone --depth 1 https://github.com/chrisgliddon/bevy-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-pbr-materials)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-pbr-materials"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-pbr-materials/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-pbr-materials"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-pbr-materials.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00070 | $0.01209 |
| Opus 5 | $0.00035 | $0.00605 |
| Sonnet 5 | $0.00014 | $0.00242 |
| Haiku 4.5 | $0.00007 | $0.00121 |
Grade A, and why
bevy-pbr-materials scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — PBR Materials
When to use this skill
- Texturing a mesh with the built-in physically based shader.
- Writing a custom
Material(e.g. for stylised shading, dissolve effects, world-space shaders). - Enabling shadow maps or Bevy 0.19 contact shadows.
- Spawning an
Atmosphereentity and enabling it on a camera. - Compiler error on
AsBindGroup::label()(now required). - Compiler error on
MaterialPlugin::<M> { prepass_enabled: ... }(fields removed in 0.18).
Canonical pattern — StandardMaterial
use bevy::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let mesh = meshes.add(Cuboid::new(1.0, 1.0, 1.0));
let material = materials.add(StandardMaterial {
base_color: Color::srgb(0.8, 0.3, 0.2),
perceptual_roughness: 0.4,
metallic: 0.1,
..default()
});
commands.spawn((
Mesh3d(mesh),
MeshMaterial3d(material),
Transform::from_xyz(0.0, 0.5, 0.0),
));
commands.spawn((
Camera3d::default(),
Transform::from_xyz(0.0, 2.0, 4.0).looking_at(Vec3::ZERO, Vec3::Y),
));
commands.spawn((
DirectionalLight::default(),
Transform::from_xyz(2.0, 4.0, 2.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
Custom material — Bevy 0.19 shape
Custom materials with the Material trait and AsBindGroup are covered in
detail at references/custom-material.md.
Topics
| Topic | Reference |
|---|---|
PointLight, DirectionalLight, SpotLight; GlobalAmbientLight; shadow maps, contact shadows, atmosphere |
references/lighting.md |
Plane3d, Cuboid, Sphere, Circle, Cylinder, Capsule3d, Torus constructors and orientation gotchas |
references/mesh-primitives.md |
Material trait methods, AsBindGroup attributes, ShaderRef variants, MaterialPlugin wiring |
references/custom-material.md |
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 103 lines · 70 tokens per session scan A 8f697aa7ddc2
bevy-pbr-materials is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 16d ago), licensed MIT. It adds 70 tokens to every session and 1,209 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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