What problem does it solve? Adding rain or wetness effects in Godot 4 normally means rewriting every material or losing its configured albedo, metallic, and roughness values. This Skill provides a value-preserving conversion workflow so existing StandardMaterial3D surfaces darken and gloss in real time without re-authoring. ## Core Features & Use Cases - Value-Copying Wet Shader: A shared .gdshader that receives the original material's albedo, metallic, and roughness as uniforms, so a one-time converter swaps materials without losing any configured values. - Geometry-Driven Wet Mask: Wetness accumulates on upward-facing surfaces first using a world-space normal mask broken up by noise, with per-instance or global wet_amount animated at runtime. - Runtime Wetness Controller: A typed GDScript WetnessController animates wet/dry transitions driven by rain zones or weather systems via instance shader parameters. - Use Case: Build a rainy level where ground, rocks, and rooftops progressively darken and turn glossy while it rains, then slowly dry afterward, all without touching the original material setup. ## Quick Start Ask your agent to apply the realtime-wet-surfaces skill to convert the level's StandardMaterial3D materials into wet-enabled ShaderMaterials and drive wetness from a rain zone.