godot-3d-materials

Configures PBR materials in Godot using StandardMaterial3D, ORM packing, and transparency modes.

Updated Aug 22, 2026
One-click install
npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-3d-materials-decioluvier
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: godot-3d-materials
Source: https://github.com/DecioLuvier/Shatterless/tree/main/.claude/skills/godot/references/godot-3d-materials
Command: npx skills add https://github.com/DecioLuvier/Shatterless --skill godot-3d-materials-decioluvier

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Creating realistic 3D surfaces in Godot requires navigating PBR workflows, texture channel packing, transparency trade-offs, and performance pitfalls like broken batching and Z-fighting, which are easy to get wrong. ## Core Features & Use Cases - PBR Material Setup: Guides StandardMaterial3D configuration with ORM texture packing, normal maps, and correct metallic/roughness values. - Transparency & Performance: Provides a decision matrix for alpha scissor, alpha hash, and alpha blend modes, plus batching and LOD strategies to avoid overdraw and draw-call explosions. - Runtime Material FX: Supplies scripts for dissolve effects, damage flashes, instance-uniform batching, triplanar terrain mapping, and foliage wind sway. - Use Case: When building a destructible target in a Godot FPS, use this Skill to set up its PBR material with ORM textures and implement a hit-flash effect without mutating shared material resources. ## Quick Start Ask the AI to create a StandardMaterial3D for a metal crate with an ORM texture and a dissolve effect when destroyed.

Frequently Asked Questions about godot-3d-materials

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a PBR material in Godot with StandardMaterial3D?▼

Create a StandardMaterial3D, assign an albedo texture, and pack Ambient Occlusion, Roughness, and Metallic into a single ORM texture instead of three separate maps. Enable normal_enabled before assigning a normal map, since normal maps silently fail otherwise.

What is ORM texture packing in Godot?▼

ORM packing stores Occlusion, Roughness, and Metallic in the R, G, and B channels of one RGB texture. This saves texture slots and memory compared to three separate maps and helps preserve draw-call batching.

Which transparency mode should I use for foliage in Godot?▼

Use TRANSPARENCY_ALPHA_SCISSOR with a threshold around 0.5 for foliage, fences, and cutout materials. Full alpha blending is expensive and causes sorting issues, while alpha hash suits dithered fades and LOD transitions.

Why is my normal map not working in Godot?▼

Normal maps do nothing unless normal_enabled is set to true on the material; this is a common silent failure. Also verify the texture import settings mark the image as a normal map rather than a color texture.

Does subsurface scattering work on Godot Mobile renderer?▼

Subsurface scattering and skin mode require the Forward+ rendering path and are limited or unavailable on Mobile and Compatibility renderers. On mobile, fake the effect with rim lighting and baked transmittance instead.

Why does editing a shared material at runtime affect all meshes in Godot?▼

Material resources are shared by default, so mutating a shared .tres changes every mesh using it. Call duplicate(true) or enable Local To Scene and assign the unique instance before applying runtime effects like flashes or dissolves.