landscape-auto-material

landscape-auto-material is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 80 tokens per session (2,231 once invoked), scanned A, original, MIT.

A system for building large, configurable landscape surfaces in Unreal Engine, with materials that automatically blend grass, rock, and other layers based on slope, height, or distance. It also uses Runtime Virtual Textures, which store parts of a material for efficient reuse while the game runs.

In plain words
What is it for?
It is for creating procedural terrain materials, automatic slope- and altitude-based layer blending, reusable material logic, biome variations, and scalable landscape rendering.
Why use it?
It avoids building and adjusting many separate material graphs by hand. Artists can change textures, thresholds, and biome settings through instances while keeping the underlying material logic shared.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for creating procedural terrain materials, automatic slope- and altitude-based layer blending, reusable material logic, biome variations, and scalable landscape rendering.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/landscape-auto-material
Install

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.

Any agent
npx skills add kevinpbuckley/VibeUE --skill landscape-auto-material
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for landscape-auto-material

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/landscape-auto-material/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/landscape-auto-material)
Your own site
<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.

agentmods 80×15 button for landscape-auto-material

Your own site · 80×15
<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>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,231 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00080 $0.02231
Opus 5 $0.00040 $0.01115
Sonnet 5 $0.00016 $0.00446
Haiku 4.5 $0.00008 $0.00223

Measured 11d ago against content hash 626d52463cbe, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

Content/Skills/landscape-auto-material/SKILL.md · 213 lines

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:

Read the full file on GitHub · 213 lines

Files

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.

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 · 213 lines · 80 tokens per session scan A 626d52463cbe

Subscribe to this mod's changes

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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