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.
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-material-manager/SKILL.mdgit clone --depth 1 https://github.com/hhhh124hhhh/godot-mcpWrote 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/hhhh124hhhh/godot-mcp/godot-material-manager)<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-material-manager"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-material-manager/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/hhhh124hhhh/godot-mcp/godot-material-manager"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-material-manager.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00043 | $0.02595 |
| Opus 5 | $0.00022 | $0.01298 |
| Sonnet 5 | $0.00009 | $0.00519 |
| Haiku 4.5 | $0.00004 | $0.00260 |
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.
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
-
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)
-
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
-
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
-
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
-
编写或选择Shader
- 编写 .gdshader 文件
- 或使用现有的Shader模板
-
创建ShaderMaterial
- 创建 ShaderMaterial 资源
- 关联 .gdshader 文件
-
配置Shader参数
- 设置Shader的uniform变量
- 关联纹理参数
-
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
-
选择目标材质
- 按路径模式匹配
- 或按材质类型筛选
-
定义操作
- 确定修改的属性
- 准备新值
-
执行批量修改
- 遍历所有匹配材质
- 应用修改
-
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)"
}'
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 · 315 lines · 43 tokens per session scan A e8a48d42b5b3
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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