materials-and-shaderslisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Materials and Shaders
## Purpose
Materials decide how surfaces respond to light. Most material problems are one
of three things: physically implausible inputs, textures interpreted in the
wrong colour space, or a shader that costs far more than its author realised.
This skill covers authoring and diagnosing them, engine-neutrally. Shader
languages and node systems are platform-specific; the platform skills cover
those.
## When to use
- Authoring materials for a new asset or environment.
- A surface looks wrong under light — plastic when it should be metal, flat when
it should have depth, wrong colour under some lighting but not others.
- Writing or modifying shader code.
- Shader compilation or build times have grown unreasonably.
- Draw calls are high because of material variety.
## When NOT to use
- The scene's lighting is the problem. Use `lighting-design`. Distinguish them
by checking whether the material is wrong under *all* lighting or only this one.
- Fundamentals are unestablished. Use `rendering-fundamentals` first.
- Full-screen effects. Use `post-processing`.
- Particle and effect authoring. Use `vfx-and-particles`.
## Required context
| Fact | Why it matters |
|---|---|
| Renderer, pipeline and version | Shaders do not port between pipelines |
| Shading model in use | Standard PBR, or something custom, changes every input's meaning |
| Texture import settings | sRGB versus linear is the most common source of subtle wrongness |
| Target platform | Mo