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.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
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
- Distinctive: line 65
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 66
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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.
Files
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
- build a material library: a small set of master materials/shaders with instances (or parameter variants) per use, instead of unique materials per asset
- 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
- set texture authoring rules: texel density targets, atlas/trim-sheet usage for modular kits and props, and palette/gradient atlases where the style allows
- budget shader complexity and material count per scene; treat every new master shader as a reviewed decision, not a per-asset convenience
- define color-space rules (sRGB for color maps, linear for data maps) and compression settings per map type and platform
- 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-pipelineowns the broader tech-art tooling;lighting-lod-pipelineowns how surfaces are lit.
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