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 kevinpbuckley/VibeUE --skill landscape-auto-materialgit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/kevinpbuckley/vibeue/landscape-auto-material)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-auto-material"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-auto-material/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/kevinpbuckley/vibeue/landscape-auto-material"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-auto-material.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 | $0.00080 | $0.02231 |
| Opus 5 | $0.00040 | $0.01115 |
| Sonnet 5 | $0.00016 | $0.00446 |
| Haiku 4.5 | $0.00008 | $0.00223 |
Grade A, and why
landscape-auto-material 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 — 213 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Landscape Auto-Material System Skill
When to Use This Skill
Use this skill when you need production-quality landscape materials with:
- A master material → material instance workflow (artists change parameters, not graphs)
- Automatic layer blending by slope, altitude, or distance
- Material functions for reusable logic (layer sampling, color correction, etc.)
- Runtime Virtual Textures for scalable landscape rendering
- Biome configuration through material instances (swap textures/thresholds, same master)
For simple prototyping with 2-5 painted layers, load the landscape-materials skill instead (the engine's AgentSkillToolset GetSkills exposes it).
Architecture Overview
The Master Material Paradigm
Master Material (M_Landscape_Master)
├── Material Functions (reusable logic blocks)
│ ├── MF_AutoLayer ── auto-selects layers by altitude/slope
│ ├── MF_Slope_Blend ── slope mask (0=flat, 1=steep)
│ ├── MF_Altitude_Blend ── height mask (0=below, 1=above)
│ ├── MF_Layer_Grass ── per-layer texture sampling
│ ├── MF_Layer_Rock ── per-layer texture sampling
│ ├── MF_RVT ── Runtime Virtual Texture output
│ └── MF_Distance_Blend ── LOD transitions
├── Exposed Parameters (50+ scalar/vector/texture/switch)
└── Material Outputs (BaseColor, Normal, Roughness, WPO, RVT)
Material Instance (MI_Landscape_Biome_01)
├── Inherits master material graph
├── Overrides parameters only (no graph editing)
└── Different biomes = different instances of same master
Why this is better than manual graph building:
- Reusability: Material functions used across multiple masters
- Artist-friendly: Biome artists edit parameters in instances, never touch the graph
- Performance: Compiled once in master, instances are cheap
- Maintainability: Fix a function → all materials using it update
Critical Rules
🚨 Inspect Before Modifying Existing Materials or Functions
Before modifying an existing master material or material function, MUST export and review its current state:
What ships with it
7 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 · 213 lines · 80 tokens per session scan A 626d52463cbe
landscape-auto-material is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 7d ago), licensed MIT. It adds 80 tokens to every session and 2,231 once invoked, about $0.0004 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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