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, orUMaterialParameterCollectionin C++.