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Materials Shading Pipeline

skill-mrcalderon3d-everything-game-dev-code-materials-shading-pipeline · by MRCalderon3D

Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent and batchable.

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Install

$ agentstack add skill-mrcalderon3d-everything-game-dev-code-materials-shading-pipeline

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Materials and Shading Pipeline

Purpose

Define material libraries, PBR texture conventions, and shader budgets so surfacing stays consistent, batchable, and within performance budgets.

Use When

  • 3D assets need surfacing and no material convention exists
  • material or shader counts grow per asset instead of per library
  • visual inconsistency or draw-call costs trace back to ad hoc materials

Inputs

  • art direction (stylized vs realistic, palette, roughness language)
  • target runtime's material/shader model and instancing support
  • texture budgets per platform (resolution, compression, memory)
  • asset categories and their reuse expectations

Process

  1. build a material library: a small set of master materials/shaders with instances (or parameter variants) per use, instead of unique materials per asset
  2. define the PBR texture set and channel packing convention (e.g. base color, normal, and a packed ORM map), naming, and resolution tiers per asset category
  3. set texture authoring rules: texel density targets, atlas/trim-sheet usage for modular kits and props, and palette/gradient atlases where the style allows
  4. budget shader complexity and material count per scene; treat every new master shader as a reviewed decision, not a per-asset convenience
  5. define color-space rules (sRGB for color maps, linear for data maps) and compression settings per map type and platform
  6. validate batching in the runtime: shared materials must actually batch/instance, and material count per scene stays within budget

Outputs

  • master material/shader catalog with instancing rules
  • texture set, channel packing, naming, and resolution-tier conventions
  • texel density and atlas/trim-sheet guidance
  • per-scene material/shader budgets and validation checklist

Quality Bar

  • assets are surfaced from the library — new master materials are rare, reviewed events
  • texture sets follow the packing/naming convention and import with correct color spaces
  • repeated assets share materials and demonstrably batch or instance in the runtime
  • texture memory and material counts stay within scene budgets on the weakest target

Common Failure Modes

  • one unique material per asset, so draw calls scale with asset count and nothing batches
  • normal maps imported as sRGB or data maps compressed as color, silently breaking shading
  • texel density chosen per asset, making surfaces look mixed-resolution side by side
  • shader variants exploding because every feature toggle was added to one master shader

Related Agents

  • technical-artist
  • performance-reviewer

Related Commands

  • art-3d-pass
  • perf-budget
  • memory-budget

Related Skills

  • 3d-asset-pipeline
  • lighting-lod-pipeline
  • technical-art-pipeline

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns surfacing conventions; technical-art-pipeline owns the broader tech-art tooling; lighting-lod-pipeline owns how surfaces are lit.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.