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。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-material
> BATCH-FIRST: Use *_batch skills when operating on 2+ objects/materials.
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.material_get_properties, material_get_keywords) are SkillMode.SemiAuto — they run in all three modes without grant.asset module.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 0–255material_set_property does not exist → use the specific setter: material_set_float, material_set_int, material_set_vector, material_set_colormaterial_get_color does not exist → use material_get_properties (returns all properties including colors)Routing:
material_set_shader (this module)material_set_texture_scale / material_set_texture_offset> 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.
| 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 texturematerial_set_texture_offset/scale - Texture tilingmaterial_set_float/int/vector - Set propertiesmaterial_set_keyword - Enable/disable shader keywordsmaterial_set_render_queue - Set render queuematerial_set_shader - Change shadermaterial_get_properties/keywords - Query propertiesmaterial_duplicate - Duplicate materialCreate 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) |
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"}
])
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) |
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"}
])
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) |
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}
])
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 |
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}
])
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 |
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 |
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 |
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
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}}
Get all enabled shader keywords on a material.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| name | string | No* | GameObject name |
| path | string | No* | Material asset path |
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 |
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 |
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 |
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 |
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 |
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 |
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
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"}
])
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 |
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
Take besty0728/unity-material from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.