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Agent Skill · 待分类

godot-3d-materials(戈多 3d 材料)

godot-3d-materials 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

godot-3d-materials 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为权限未标注;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 1,705。

总安装 2,472周安装 103GitHub Stars 138下载 824核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-3d-materials(戈多 3d 材料)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-3d-materials
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-materials
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-materials

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

godot-3d-materials 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。适用于 GitHub 仓库管理和代码协作相关任务。

围绕仓库状态、代码变更或协作事项进行整理。安装命令:npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-materials。建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

来源仓库内路径:skills/godot-3d-materials

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

godot-3d-materials 怎么安装?

在终端执行 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-3d-materi…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

godot-3d-materials 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

godot-3d-materials 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

godot-3d-materials 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

godot-3d-materials 用的人多吗?

公开数据是累计安装 2,472 次,近一周安装 103 次,下载 824 次,GitHub 138 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

godot-3d-materials 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
godot-3d-materials

戈多 3d 材料 · 本页

2,472138权限未标注未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

material_fx.gd

Runtime material property animation for damage effects, dissolve, and texture swapping. Use for dynamic material state changes.

pbr_material_builder.gd

Runtime PBR material creation with ORM textures and triplanar mapping.

organic_material.gd

Subsurface scattering and rim lighting setup for organic surfaces (skin, leaves). Use for realistic character or vegetation materials.

triplanar_world.gdshader

Triplanar projection shader for terrain without UV mapping. Blends textures based on surface normals. Use for cliffs, caves, or procedural terrain.

pbr_orm_packer.gd

Expert PBR resource utility. Packs Ambient Occlusion, Roughness, and Metallic into a single ORM texture to optimize VRAM and draw calls.

vertex_wind_sway.gdshader

High-performance GPU-driven foliage animation. Uses vertex world coordinates and vertex color weight painting to simulate wind without skeletons.

triplanar_world_projection.gdshader

UV-less environment mapping. Projects textures along X/Y/Z axes for organic blending over complex rocks and terrain.

subsurface_scattering_setup.gd

Configuring realistic organic materials. Covers Skin Mode, Transmittance, and depth scattering settings for Forward+ rendering.

instance_uniform_batching.gdshader

Architecture pattern for high-speed batching. Allows 10,000 meshes to share one material while maintaining unique colors or health states via instance uniforms.

decal_placer_expert.gd

Dynamic 3D decal system with cull masking and life-cycle management for impact effects.

transparency_sorting_fix.gd

Solving visual artifacts using Alpha Hash and Depth Prepass strategies.

shader_state_manager.gd

Clean pattern for toggling shader-based visual states (Frozen, Burned) on multiple entities.

depth_precision_fix.gd

Camera-side fix for Z-fighting and texture flickering in large-scale worlds.

material_batcher.gd

Global override system to ensure environmental meshes draw in optimized, state-locked batches.


StandardMaterial3D Basics

PBR Texture Setup

# Create physically-based material
var mat := StandardMaterial3D.new()

# Albedo (base color)
mat.albedo_texture = load("res://textures/wood_albedo.png")
mat.albedo_color = Color.WHITE  # Tint multiplier

# Normal map (surface detail)
mat.normal_enabled = true  # CRITICAL: Must enable first
mat.normal_texture = load("res://textures/wood_normal.png")
mat.normal_scale = 1.0  # Bump strength

# ORM Texture (R=Occlusion, G=Roughness, B=Metallic)
mat.orm_texture = load("res://textures/wood_orm.png")

# Alternative: Separate textures (less efficient)
# mat.roughness_texture = load("res://textures/wood_roughness.png")
# mat.metallic_texture = load("res://textures/wood_metallic.png")
# mat.ao_texture = load("res://textures/wood_ao.png")

# Apply to mesh
$MeshInstance3D.material_override = mat

Metallic vs Roughness

Metal Workflow

# Pure metal (steel, gold, copper)
mat.metallic = 1.0
mat.roughness = 0.2  # Polished metal
mat.albedo_color = Color(0.8, 0.8, 0.8)  # Metal tint

# Rough metal (iron, aluminum)
mat.metallic = 1.0
mat.roughness = 0.7

Dielectric Workflow

# Non-metal (wood, plastic, stone)
mat.metallic = 0.0
mat.roughness = 0.6  # Typical for wood
mat.albedo_color = Color(0.6, 0.4, 0.2)  # Brown wood

# Glossy plastic
mat.metallic = 0.0
mat.roughness = 0.1  # Very smooth

Transition Materials (Rust/Dirt)

# Use texture to blend metal/non-metal
mat.metallic_texture = load("res://rust_mask.png")
# White areas (1.0) = metal
# Black areas (0.0) = rust (dielectric)

Transparency Modes

Decision Matrix

ModeUse CasePerformanceSorting Issues
ALPHA_SCISSORFoliage, chain-link fenceFastNo
ALPHA_HASHDithered fade, LOD transitionsFastNoisy
ALPHAGlass, water, godot-particlesSlowYes (render order)

Alpha Scissor (Cutout)

# For leaves, grass, fences
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
mat.alpha_scissor_threshold = 0.5  # Pixels < 0.5 alpha = discarded
mat.albedo_texture = load("res://leaf.png")  # Must  have alpha channel

# Enable backface culling for performance
mat.cull_mode = BaseMaterial3D.CULL_BACK

Alpha Hash (Dithered)

# For smooth fade-outs without sorting issues
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_HASH
mat.alpha_hash_scale = 1.0  # Dither pattern scale

# Animate fade
var tween := create_tween()
tween.tween_property(mat, "albedo_color:a", 0.0, 1.0)

Alpha Blend (Full Transparency)

# For glass, water (expensive)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX

# Disable depth writing for correct blending
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED  # Show both sides

Advanced Features

Emission (Glowing Materials)

mat.emission_enabled = true
mat.emission = Color(1.0, 0.5, 0.0)  # Orange glow
mat.emission_energy_multiplier = 2.0  # Brightness (HDR)
mat.emission_texture = load("res://lava_emission.png")

# Animated emission
func _process(delta: float) -> void:
    mat.emission_energy_multiplier = 1.0 + sin(Time.get_ticks_msec() * 0.005) * 0.5

Rim Lighting (Fresnel)

mat.rim_enabled = true
mat.rim = 1.0  # Intensity
mat.rim_tint = 0.5  # How much albedo affects rim color

Clearcoat (Car Paint)

mat.clearcoat_enabled = true
mat.clearcoat = 1.0  # Layer strength
mat.clearcoat_roughness = 0.1  # Glossy top layer

Anisotropy (Brushed Metal)

mat.anisotropy_enabled = true
mat.anisotropy = 1.0  # Directional highlights
mat.anisotropy_flowmap = load("res://brushed_flow.png")

Texture Channel Packing

ORM Texture (Recommended)

# External tool (GIMP, Substance, Python script):
# Combine 3 grayscale textures into 1 RGB:
# R channel = Ambient Occlusion (bright = no occlusion)
# G channel = Roughness (bright = rough)
# B channel = Metallic (bright = metal)
# In Godot:
mat.orm_texture = load("res://textures/material_orm.png")
# This replaces ao_texture, roughness_texture, and metallic_texture!

Custom Packing

# If using custom channel assignments:
mat.roughness_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_GREEN
mat.metallic_texture_channel = BaseMaterial3D.TEXTURE_CHANNEL_BLUE

Shader Conversion

When to Convert to ShaderMaterial

  • Need custom effects (dissolve, vertex displacement)
  • StandardMaterial3D limitations hit
  • Shader optimizations (remove unused features)

Conversion Workflow

# 1. Create StandardMaterial3D with all settings
var std_mat := StandardMaterial3D.new()
std_mat.albedo_color = Color.RED
std_mat.metallic = 1.0
std_mat.roughness = 0.2

# 2. Convert to ShaderMaterial
var shader_mat := ShaderMaterial.new()
shader_mat.shader = load("res://custom_shader.gdshader")

# 3. Transfer parameters manually
shader_mat.set_shader_parameter("albedo", std_mat.albedo_color)
shader_mat.set_shader_parameter("metallic", std_mat.metallic)
shader_mat.set_shader_parameter("roughness", std_mat.roughness)

Material Variants (Godot 4.0+)

Efficient Material Reuse

# Base material (shared)
var base_red_metal := StandardMaterial3D.new()
base_red_metal.albedo_color = Color.RED
base_red_metal.metallic = 1.0

# Variant 1: Rough
var rough_variant := base_red_metal.duplicate()
rough_variant.roughness = 0.8

# Variant 2: Smooth
var smooth_variant := base_red_metal.duplicate()
smooth_variant.roughness = 0.1

# Note: Use resource_local_to_scene for per-instance tweaks

Performance Optimization

Material Batching

# ✅ GOOD: Reuse materials across meshes
const SHARED_STONE := preload("res://materials/stone.tres")

func _ready() -> void:
    for wall in get_tree().get_nodes_in_group("stone_walls"):
        wall.material_override = SHARED_STONE
    # All walls batched in single draw call

# ❌ BAD: Unique material per mesh
func _ready() -> void:
    for wall in get_tree().get_nodes_in_group("stone_walls"):
        var mat := StandardMaterial3D.new()  # New material!
        mat.albedo_color = Color(0.5, 0.5, 0.5)
        wall.material_override = mat
    # Each wall is separate draw call

Texture Atlasing

# Combine multiple materials into one texture atlas
# Then use UV offsets to select regions

# material_atlas.gd
extends StandardMaterial3D

func set_atlas_region(tile_x: int, tile_y: int, tiles_per_row: int) -> void:
    var tile_size := 1.0 / tiles_per_row
    uv1_offset = Vector3(tile_x * tile_size, tile_y * tile_size, 0)
    uv1_scale = Vector3(tile_size, tile_size, 1)

Edge Cases

Normal Maps Not Working

# Problem: Forgot to enable
mat.normal_enabled = true  # REQUIRED

# Problem: Wrong texture import settings
# In Import tab: Texture → Normal Map = true

Texture Seams on Models

# Problem: Mipmaps causing seams
# Solution: Disable mipmaps for tightly-packed UVs
# Import → Mipmaps → Generate = false

Material Looks Flat

# Problem: Missing normal map or roughness variation
# Solution: Add normal map + roughness texture

mat.normal_enabled = true
mat.normal_texture = load("res://normal.png")
mat.roughness_texture = load("res://roughness.png")

Common Material Presets

# Glass
func create_glass() -> StandardMaterial3D:
    var mat := StandardMaterial3D.new()
    mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
    mat.albedo_color = Color(1, 1, 1, 0.2)
    mat.metallic = 0.0
    mat.roughness = 0.0
    mat.refraction_enabled = true
    mat.refraction_scale = 0.05
    return mat

# Gold
func create_gold() -> StandardMaterial3D:
    var mat := StandardMaterial3D.new()
    mat.albedo_color = Color(1.0, 0.85, 0.3)
    mat.metallic = 1.0
    mat.roughness = 0.3
    return mat

Expert Techniques & Optimizations

1. LOD Transitions using Pixel Dither

When utilizing Hierarchical Level of Detail (HLOD) or Visibility Ranges to fade objects out at a distance, standard alpha blending causes severe performance hits due to overlapping transparent bounds. Instead, configure the Distance Fade mode on your material to Pixel Dither. This provides a perceptually smooth fade while remaining entirely within the high-performance opaque pipeline.

2. Stencil Buffers (Godot 4.5+)

Use the Stencil Buffer directly in StandardMaterial3D. This allows you to easily render outlines or X-ray effects for objects hidden behind walls without needing to write custom shaders for basic effects.

3. AR Shadow Overlay Shader

If you are developing an AR game, you might want virtual shadows to appear on real-world camera feeds. Instead of standard blending, use Godot's built-in shadow_to_opacity render mode in a spatial shader.

shader_type spatial;
// shadow_to_opacity makes the material invisible when lit,
// but opaque (dark) when it receives a shadow from another 3D object.
render_mode blend_mix, depth_draw_opaque, cull_back, shadow_to_opacity;

void fragment() {
    // The surface color is black; opacity will be driven by incoming shadows
    ALBEDO = vec3(0.0, 0.0, 0.0);
}

Reference

平台分布

Codex

38.64%
按下载量换算318

Claude

31.52%
按下载量换算260

Cursor

17.53%
按下载量换算144

Gemini CLI

8.48%
按下载量换算70

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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