unity-material

Edit Unity materials and shader properties across Built-in, URP, and HDRP pipelines.

1|Updated May 21, 2026
One-click install
npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-material-yiduandtdt
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-material
Source: https://github.com/YiDuandtdt/Bone-Throne/tree/main/.agents/skills/unity-skills/skills/material
Command: npx skills add https://github.com/YiDuandtdt/Bone-Throne --skill unity-material-yiduandtdt

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity development often requires creating and editing materials and shader properties across different render pipelines. This skill streamlines the process by providing a unified approach to manage materials, textures, colors, tiling, and shader changes for Built-in, URP, and HDRP.

Core Features & Use Cases

  • Create and edit materials, set colors, textures, tiling/offset, and assign to renderers.
  • Change shaders and adapt property names per pipeline (Built-in _Color, URP _BaseColor, HDRP _BaseColor).
  • Batch operations for multiple materials or objects and safe path-based asset handling.

Quick Start

Create a material named MyMat and assign it to Cube1 using a material asset path like Assets/Materials/MyMat.mat.

Frequently Asked Questions about unity-material

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

FAQPage Schema
How do I edit Unity materials across different render pipelines like URP and HDRP?

Editing Unity materials across Built-in, URP, and HDRP requires enforcing pipeline-specific property naming conventions, such as mapping _Color to _BaseColor. This skill automates adapting shader properties so materials update correctly across pipelines.

Can I batch assign materials to multiple GameObjects in a Unity project?

Batch assigning materials to multiple GameObjects is supported for typical Unity workflows. You can update properties and assign materials to renderers by providing valid material asset paths and GameObject targets.

How do I create a Unity material and assign it to a renderer using an asset path?

Creating a Unity material and assigning it to a renderer requires a valid material asset path like Assets/Materials/MyMat.mat. This skill uses safe path-based asset handling to create the material and attach it to your specified target object.

Does this approach support setting textures, colors, and vector properties on Unity shaders?

Setting textures, colors, floats, and vector properties on Unity shaders is fully supported. The skill manages these shader properties while ensuring the correct pipeline-specific naming conventions are applied during the update.

Why do my Unity material properties break when switching from Built-in to URP?

Unity material properties break when switching pipelines because Built-in, URP, and HDRP use different shader property names. This skill enforces pipeline-specific property naming to ensure materials adapt correctly without breaking.

What is the best way to manage tiling and offset for textures across Unity render pipelines?

Managing tiling and offset for textures across Unity render pipelines is handled by editing shader properties with enforced pipeline-specific naming. This provides a unified approach to update texture mappings consistently across Built-in, URP, and HDRP.