godot-mcp: Skill for Claude Code

.claude/skills/godot-skills/sub-skills/godot-material-manager/SKILL.md

Godot Material Manager is a skill for Claude Code from hhhh124hhhh/godot-mcp. It costs 43 tokens per session (2,595 once invoked), scanned A, original, MIT.

A Godot workflow for creating and managing 3D surface materials, including standard physically based materials and custom shader materials. Materials control how game objects look under lighting.

In plain words
What is it for?
It is for creating or editing materials, changing shader parameters, making material variations, managing material libraries, and reviewing rendering performance.
Why use it?
It reduces the manual work of configuring colors, textures, transparency, and shader settings across many objects.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is hhhh124hhhh/godot-mcp's own configuration. It tells Claude Code how to work on godot-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything godot-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to hhhh124hhhh/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-material-manager/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/hhhh124hhhh/godot-mcp

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
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Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,595 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00043 $0.02595
Opus 5 $0.00022 $0.01298
Sonnet 5 $0.00009 $0.00519
Haiku 4.5 $0.00004 $0.00260

Measured 11d ago against content hash e8a48d42b5b3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

Godot Material Manager 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.

.claude/skills/godot-skills/sub-skills/godot-material-manager/SKILL.md · 315 lines

How it starts

The opening of the file, as written. The whole thing — 315 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 材质管理技能

本技能为Godot开发者提供专业的材质创建和管理能力,支持StandardMaterial3D和ShaderMaterial的创建、配置、批量操作和性能优化,与Context7集成获取最新材质技术。

触发条件

  • 需要创建或修改材质(StandardMaterial3D、ShaderMaterial)
  • 提及"材质"、"material"、"着色器"、"Shader"
  • 需要批量创建或修改多个材质
  • 需要设置PBR材质属性(metallic、roughness、albedo等)
  • 需要创建自定义ShaderMaterial
  • 需要优化材质性能或减少Draw Call

核心功能

1. StandardMaterial3D 管理

  • 创建PBR材质
  • 配置基础颜色(albedo)、金属度(metallic)、粗糙度(roughness)
  • 设置法线贴图、AO贴图、高度贴图
  • 配置透明度和混合模式
  • 设置UV缩放和偏移

2. ShaderMaterial 管理

  • 创建ShaderMaterial并关联.gdshader文件
  • 配置Shader参数
  • 动态修改Shader uniform变量
  • Shader模板和复用

3. 批量材质操作

  • 批量创建材质
  • 批量修改材质属性
  • 材质继承和变体创建
  • 材质库管理

4. 性能优化

  • Draw Call优化建议
  • 材质合并和图集使用
  • 移动平台材质优化
  • Shader复杂度分析

执行步骤

创建 StandardMaterial3D

  1. 确定材质类型

    • 不透明材质(Opaque)
    • 透明材质(Transparency)
    • 镂空材质(Alpha Scissor)
    • 混合材质(Alpha Blend)
  2. 配置基础属性

    • albedo_color: 基础颜色
    • metallic: 金属度(0.0-1.0)
    • roughness: 粗糙度(0.0-1.0)
    • specular: 高光强度
  3. 设置纹理贴图

    • albedo_texture: 颜色贴图
    • normal_texture: 法线贴图
    • roughness_texture: 粗糙度贴图
    • metallic_texture: 金属度贴图
  4. 测试和调整

    • 在场景中应用材质
    • 调整光照查看效果
    • 微调参数

创建 ShaderMaterial

  1. 编写或选择Shader

    • 编写 .gdshader 文件
    • 或使用现有的Shader模板
  2. 创建ShaderMaterial

    • 创建 ShaderMaterial 资源
    • 关联 .gdshader 文件
  3. 配置Shader参数

    • 设置Shader的uniform变量
    • 关联纹理参数
  4. 应用和测试

    • 将材质应用到Mesh
    • 运行场景查看效果

批量材质操作

  1. 选择目标材质

    • 按路径模式匹配
    • 或按材质类型筛选
  2. 定义操作

    • 确定修改的属性
    • 准备新值
  3. 执行批量修改

    • 遍历所有匹配材质
    • 应用修改
  4. 验证结果

    • 检查修改后的材质
    • 确保项目正常运行

代码示例

示例 1: 创建标准PBR材质

# 创建草地材质
claude godot create_standard_material --project_path="/mnt/d/godot-project" \
  --material_path="res://materials/ground_grass.tres" \
  --albedo_color="Color(0.2, 0.5, 0.2, 1)" \
  --roughness="0.9" \
  --metallic="0.0" \
  --albedo_texture="res://textures/grass_diffuse.png" \
  --normal_texture="res://textures/grass_normal.png"

示例 2: 创建ShaderMaterial

# 创建水面ShaderMaterial
claude godot create_shader_material \
  --material_path="res://materials/water.tres" \
  --shader_path="res://shaders/water.gdshader" \
  --shader_params='{
    "wave_speed": 1.5,
    "wave_height": 0.3,
    "color": "Vector3(0.1, 0.4, 0.8)"
  }'

Read the full file on GitHub · 315 lines

Changes

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.

  1. 11d ago First seen · 315 lines · 43 tokens per session scan A e8a48d42b5b3

Subscribe to this mod's changes

Godot Material Manager is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 9mo ago), licensed MIT. It adds 43 tokens to every session and 2,595 once invoked, about $0.0002 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 2026-08-30.

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