unity-material

Manage Unity material and shader properties across Built-in, URP, and HDRP pipelines.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-material-lrbjk
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-material
Source: https://github.com/lrbjk/FenShen_Remake_V0/tree/main/.codex/skills/unity-skills/skills/material
Command: npx skills add https://github.com/lrbjk/FenShen_Remake_V0 --skill unity-material-lrbjk

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Streamlines the tedious and error-prone process of creating, editing, and assigning Unity materials and shader properties across scenes and asset files while handling render-pipeline differences and property naming variations.

Core Features & Use Cases

  • Create and Duplicate Materials: Create new materials (with pipeline-aware shader selection) and duplicate existing assets for safe iteration.
  • Assign & Batch Operations: Assign materials to renderers and perform batch creates, assigns, color changes, and emission updates to many objects at once.
  • Property Management: Precisely set colors (0–1 range), HDR intensity, textures, texture scale/offset, floats, ints, vectors, keywords, render queue, and GI flags while auto-enabling emission keywords when needed.
  • Compatibility & Guardrails: Auto-detects Built-in/URP/HDRP pipelines, warns about common pitfalls (color ranges, property name differences), and returns structured success/failure results for batch operations.

Quick Start

Create two new materials named Red and Blue, set their base colors to red and blue respectively, and assign them to Cube1 and Cube2 using the batch create, set colors, and assign batch skills.

Frequently Asked Questions about unity-material

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

FAQPage Schema
How do I batch assign materials to multiple GameObjects in Unity?

Batch assign materials to multiple GameObjects by selecting target renderers and applying a single material asset across them. This skill processes batch operations efficiently, returning structured success or failure results for each assigned object.

Can I change material colors and emission properties across URP and HDRP pipelines?

Change material colors and emission properties across URP and HDRP pipelines using auto-detection. The system handles property naming variations between Built-in, URP, and HDRP, enforcing 0–1 color ranges and auto-enabling emission keywords when needed.

What is the best way to manage Unity shader properties like floats, vectors, and textures?

Manage Unity shader properties by setting floats, ints, vectors, textures, and texture scale/offset values directly. The skill applies these modifications to material assets or GameObject renderers while warning about common pitfalls like invalid property names.

Does this approach support creating pipeline-aware materials with HDR intensity settings?

Creating pipeline-aware materials with HDR intensity settings is fully supported. It auto-detects the active render pipeline to select appropriate shaders, sets HDR intensity values, and manages render queue and GI flags for accurate lighting behavior.

Why do my batch material color changes fail or produce incorrect results in Unity?

Batch material color changes fail or produce incorrect results when color values exceed the enforced 0–1 range or when shader property names differ across render pipelines. The skill applies guardrails against these common errors and returns structured failure logs.

How do I duplicate Unity material assets for safe iteration without breaking scene references?

Duplicate Unity material assets for safe iteration by copying existing material files before applying modifications. This allows you to preserve the original asset, test new colors or shaders, and reassign the duplicated material to specific renderers.