godot-3d-materials

Installation
SKILL.md

3D Materials

Expert guidance for PBR materials and StandardMaterial3D in Godot.

NEVER Do

  • NEVER use separate metallic/roughness/AO textures — Use ORM packing (1 RGB texture with Occlusion/Roughness/Metallic channels) to save texture slots and memory.
  • NEVER forget to enable normal_enabled — Normal maps don't work unless you set normal_enabled = true. Silent failure is common.
  • NEVER use TRANSPARENCY_ALPHA for cutout materials — Use TRANSPARENCY_ALPHA_SCISSOR or TRANSPARENCY_ALPHA_HASH instead. Full alpha blending is expensive and causes sorting issues.
  • NEVER set metallic = 0.5 — Materials are either metallic (1.0) or dielectric (0.0). Values between are physically incorrect except for rust/dirt transitions.
  • NEVER use emission without HDR — Emission values > 1.0 only work with HDR rendering enabled in Project Settings.
  • NEVER use transparent materials for large environmental surfaces — Transparent objects cannot rely on the Z-buffer for early fragment rejection, resulting in massive overdraw. If only a tiny part of a mesh is transparent, split the mesh into two surfaces: one opaque, one transparent.
  • NEVER create hundreds of slightly varied StandardMaterial3D resources if performance is dropping — Godot minimizes GPU state changes by automatically reusing the underlying shader for materials that share the exact same configuration flags (checkboxes). Try to group your material configurations.
  • NEVER attempt to fix Z-fighting strictly by moving objects further apart — Floating-point precision degrades over distance. To fix flickering textures, increase your Camera3D's Near plane property and decrease the Far property to compress the precision range.
  • NEVER use unique Material resources per MeshInstance3D — This breaks draw call batching. Use 'Instance Uniforms' to vary parameters while keeping a single shared material.
  • NEVER use Decals on dynamic moving actors without a Cull Mask — Bullet holes should not stick to the player's face as they walk over them. Mask out character layers.

Related skills

More from thedivergentai/gd-agentic-skills

Installs
114
GitHub Stars
165
First Seen
Feb 10, 2026