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Unity Material

besty0728/unity-material

Edit Unity material and shader properties across Built-in/URP/HDRP — colors, textures, floats, keywords, render queue, batch-apply. Use when changing how a surface looks, tweaking material parameters, or swapping shaders. 编辑材质与 Shader 属性(Built-in/URP/HDRP:颜色、贴图、浮点值、关键字、渲染队列、批量应用);当用户要调整物体外观、改材质参数或切换 Shader 时使用。

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-material

The instruction itself

30 sections, as written by the author

Unity Material Skills

> BATCH-FIRST: Use *_batch skills when operating on 2+ objects/materials.

Operating Mode

  • Approval (default): all mutating skills (material_create, material_create_batch, material_assign, material_assign_batch, material_duplicate, material_set_color / _emission / _texture / _float / _int / _vector / _keyword / _render_queue / _shader / _texture_offset / _texture_scale / _gi_flags, and the *_batch variants) need user grant; grant triggers a single server-side execution that returns the result.
  • Auto / Bypass: those skills execute directly.
  • Query skills (material_get_properties, material_get_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.
  • This module contains no Delete / PlayMode / Reload / high-risk skills (no NeverInSemi); to delete a material asset, call the asset module.

Guardrails

DO NOT (common hallucinations):

  • material_set_metallic / material_set_smoothness do not exist → use material_set_float with propertyName="_Metallic" or "_Glossiness" (Standard) / "_Smoothness" (URP)
  • material_set_color r/g/b/a range is 0–1, not 0–255
  • material_set_property does not exist → use the specific setter: material_set_float, material_set_int, material_set_vector, material_set_color
  • material_get_color does not exist → use material_get_properties (returns all properties including colors)

Routing:

  • For shader changes → material_set_shader (this module)
  • For texture tiling → material_set_texture_scale / material_set_texture_offset
  • Pipeline-specific property names differ: check Render Pipeline Compatibility table in this doc

> Object Targeting: Most single-object skills accept name (GameObject name) or path. Behaviour of path:

> - In material_set_* / material_get_* (color/emission/texture/float/int/vector/keyword/shader/render_queue/gi_flags/properties), path may be either a GameObject hierarchy path *or* a material asset path like Assets/Materials/X.mat — the skill auto-detects (paths starting with Assets/ or ending with .mat are treated as material assets).

> - In material_assign, path is a GameObject hierarchy path only; the material to assign goes in the separate materialPath parameter.

Skills Overview

| Single Object | Batch Version | Use Batch When |

|---------------|---------------|----------------|

| material_create | material_create_batch | Creating 2+ materials |

| material_assign | material_assign_batch | Assigning to 2+ objects |

| material_set_color | material_set_colors_batch | Setting colors on 2+ objects |

| material_set_emission | material_set_emission_batch | Setting emission on 2+ objects |

No batch needed:

  • material_set_texture - Set texture
  • material_set_texture_offset/scale - Texture tiling
  • material_set_float/int/vector - Set properties
  • material_set_keyword - Enable/disable shader keywords
  • material_set_render_queue - Set render queue
  • material_set_shader - Change shader
  • material_get_properties/keywords - Query properties
  • material_duplicate - Duplicate material

Skills

material_create

Create a new material (auto-detects render pipeline).

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | Yes | - | Material name |

| shaderName | string | No | auto-detect | Shader (auto-detects URP/HDRP/Standard) |

| savePath | string | No | null | Save path (folder or full path) |

material_create_batch

Create multiple materials.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name, path}]}

unity_skills.call_skill("material_create_batch", items=[
    {"name": "Red", "savePath": "Assets/Materials"},
    {"name": "Blue", "savePath": "Assets/Materials"},
    {"name": "Green", "savePath": "Assets/Materials"}
])

material_assign

Assign material to object's renderer.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| instanceId | int | No* | Instance ID |

| path | string | No* | GameObject hierarchy path |

| materialPath | string | Yes | Material asset to assign (e.g. Assets/Materials/X.mat) |

material_assign_batch

Assign materials to multiple objects.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name, materialPath}]}

unity_skills.call_skill("material_assign_batch", items=[
    {"name": "Cube1", "materialPath": "Assets/Materials/Red.mat"},
    {"name": "Cube2", "materialPath": "Assets/Materials/Blue.mat"}
])

material_set_color

Set material color with optional HDR intensity.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| r, g, b | float | No | 1 | Color (0-1) |

| a | float | No | 1 | Alpha |

| propertyName | string | No | auto-detect | Color property |

| intensity | float | No | 1.0 | HDR intensity (>1 for bloom) |

material_set_colors_batch

Set colors on multiple objects. Each item accepts: identifier (name/instanceId/path) + r, g, b, a, optional per-item propertyName.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of {name|instanceId|path, r, g, b, a} per-item objects (see example below) |

| propertyName | string | No | auto-detect | Default color property applied to all items unless overridden |

Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}

unity_skills.call_skill("material_set_colors_batch", items=[
    {"name": "Cube1", "r": 1, "g": 0, "b": 0},
    {"name": "Cube2", "r": 0, "g": 1, "b": 0},
    {"name": "Cube3", "r": 0, "g": 0, "b": 1}
])

material_set_emission

Set emission color with auto-enable keyword.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| r, g, b | float | No | 1 | Emission color (0-1) |

| intensity | float | No | 1.0 | HDR intensity (>1 for bloom) |

| enableEmission | bool | No | true | Auto-enable _EMISSION keyword |

material_set_emission_batch

Set emission on multiple objects.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| items | json string | Yes | - | JSON array of per-item objects (see example below) |

Returns: {success, totalItems, successCount, failCount, results: [{success, name}]}

unity_skills.call_skill("material_set_emission_batch", items=[
    {"name": "Neon1", "r": 1, "g": 0, "b": 1, "intensity": 5.0},
    {"name": "Neon2", "r": 0, "g": 1, "b": 1, "intensity": 5.0}
])

material_set_texture

Set material texture.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| texturePath | string | Yes | - | Texture asset path |

| propertyName | string | No | auto-detect | Texture property |

material_set_float

Set a float property on a material.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| propertyName | string | Yes | Property name |

| value | float | Yes | Value |

material_set_int

Set an integer property on a material.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| propertyName | string | Yes | Property name |

| value | int | Yes | Value |

material_set_keyword

Enable/disable shader keywords.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| keyword | string | Yes | - | Keyword name |

| enable | bool | No | true | Enable or disable |

Common Keywords: _EMISSION, _NORMALMAP, _METALLICGLOSSMAP, _ALPHATEST_ON, _ALPHABLEND_ON

material_get_properties

Get all material properties.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

Returns: {success, target, shader, renderQueue, keywords, giFlags, properties: {colors, floats, vectors, textures, integers}}

material_get_keywords

Get all enabled shader keywords on a material.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

material_duplicate

Duplicate a material asset.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| sourcePath | string | Yes | Source material path |

| newName | string | Yes | Name for the duplicated material |

| savePath | string | No | Optional folder/path override for the duplicated material |

material_set_shader

Change the shader of a material.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| shaderName | string | Yes | Shader name |

material_set_vector

Set a Vector4 property on a material.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| propertyName | string | Yes | Property name |

| x, y, z, w | float | Yes | Vector components |

material_set_texture_offset

Set texture offset (tiling position).

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| propertyName | string | No | Texture property name |

| x, y | float | Yes | Offset values |

material_set_texture_scale

Set texture scale (tiling).

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| propertyName | string | No | Texture property name |

| x, y | float | Yes | Scale values |

material_set_render_queue

Set material render queue.

| Parameter | Type | Required | Description |

|-----------|------|----------|-------------|

| name | string | No* | GameObject name |

| path | string | No* | Material asset path |

| renderQueue | int | Yes | Render queue value |

material_set_gi_flags

Set material global illumination flags.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No* | - | GameObject name |

| path | string | No* | - | GameObject hierarchy path or material asset path |

| flags | string | No | RealtimeEmissive | GI flags: None / RealtimeEmissive / BakedEmissive / EmissiveIsBlack / AnyEmissive


Example: Efficient Material Setup

import unity_skills

# BAD: 6 API calls
unity_skills.call_skill("material_create", name="Mat1", savePath="Assets/Materials")
unity_skills.call_skill("material_create", name="Mat2", savePath="Assets/Materials")
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat1.mat", r=1, g=0, b=0)
unity_skills.call_skill("material_set_color", path="Assets/Materials/Mat2.mat", r=0, g=0, b=1)
unity_skills.call_skill("material_assign", name="Cube1", materialPath="Assets/Materials/Mat1.mat")
unity_skills.call_skill("material_assign", name="Cube2", materialPath="Assets/Materials/Mat2.mat")

# GOOD: 3 API calls
unity_skills.call_skill("material_create_batch", items=[
    {"name": "Mat1", "savePath": "Assets/Materials"},
    {"name": "Mat2", "savePath": "Assets/Materials"}
])
unity_skills.call_skill("material_set_colors_batch", items=[
    {"path": "Assets/Materials/Mat1.mat", "r": 1, "g": 0, "b": 0},
    {"path": "Assets/Materials/Mat2.mat", "r": 0, "g": 0, "b": 1}
])
unity_skills.call_skill("material_assign_batch", items=[
    {"name": "Cube1", "materialPath": "Assets/Materials/Mat1.mat"},
    {"name": "Cube2", "materialPath": "Assets/Materials/Mat2.mat"}
])

Render Pipeline Compatibility

Skills auto-detect and adapt to your render pipeline:

| Pipeline | Default Shader | Color Property | Texture Property |

|----------|---------------|----------------|------------------|

| Built-in | Standard | _Color | _MainTex |

| URP | Universal Render Pipeline/Lit | _BaseColor | _BaseMap |

| HDRP | HDRP/Lit | _BaseColor | _BaseColorMap |

Best Practices

  • Save materials as assets for reuse
  • Use material instances (by name) for runtime changes
  • Use material assets (by path) for persistent changes
  • Check shader property names in Unity Inspector
  • URP/HDRP have different property names than Standard

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

How to use it

Copy the folder

Take besty0728/unity-material from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.