materials-and-shaders

Installation
SKILL.md

Materials & shaders

UE materials are node graphs that compile to HLSL shaders. The central workflow idea is parameters + instances: one parameterized base material, cheap asset variants (constant instances), and runtime-tweakable copies (dynamic instances). Understanding where to put logic — parameter vs. static switch vs. separate material — determines both quality and compile cost.

When to use this skill

  • Creating a material or family of material variants from a shared base.
  • Changing material parameters at runtime (damage tint, team color, wetness, dissolve amount).
  • Choosing domain, shading model, or blend mode for a material.
  • Fixing shader permutation counts or translucency overdraw performance issues.
  • Setting world-wide values through a material parameter collection.
  • Cross-referencing UMaterial, UMaterialInstance, UMaterialInstanceDynamic, or UMaterialParameterCollection in C++.
Installs
16
GitHub Stars
77
First Seen
Jun 26, 2026