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.