agentleFS
MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/materials-shading-pipeline/SKILL.md

materials-shading-pipeline

Skill105 starsChanged 8 months agoMITView on GitHub

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

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 65
  2. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 66

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.