Bevy ECS Expert
Master Bevy's Entity Component System (ECS) in Rust, covering Systems, Queries, Resources, and parallel scheduling.
Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
---
name: unreal-materials
description: Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:shader-programming, skill-area:graphics-rendering]
roles: [role:game-developer]
---
# Unreal Materials Skill
Material development using Unreal Engine's Material Editor.
## Overview
This skill provides capabilities for creating materials in Unreal Engine, including PBR workflows, material instances, and custom shader development.
## Capabilities
### Material Creation
- Build PBR materials
- Configure material domains
- Handle blend modes
- Manage material properties
### Material Instances
- Create instance hierarchies
- Expose parameters
- Handle static switches
- Manage instance overrides
### Material Functions
- Create reusable functions
- Build material layers
- Handle function inputs
- Manage function libraries
### Advanced Techniques
- World position offset
- Pixel depth offset
- Custom UV manipulation
- Subsurface scattering
## Prerequisites
- Unreal Engine 5.0+
- Material Editor knowledge
## Usage Patterns
### Material Parameter Setup
```
1. Create Material Parameter Collection
2. Define scalar/vector parameters
3. Reference in materials
4. Update from Blueprint/C++
```
### Material Instance Dynamic
```cpp
UMaterialInstanceDynamic* DynMat =
UMaterialInstanceDynamic::Create(BaseMaterial, this);
DynMat->SetScalarParameterValue(FName("Damage"), DamageAmount);
MeshComponent->SetMaterial(0, DynMat);
```
### Material Layers
```
1. Create Material Layer asset
2. Define layer parameters
3. Create Material Layer Blend
4. Configure blending
5. Use in Material
```
## Best Practices
1. Use material instances for variants
2. Create material functions for reuse
3. Monitor shader complexity
4. Use LOD material switching
5. Profile with GPU visualizer
## References
- [Material Documentation](https://docs.unrealengine.com/5.0/en-US/unreal-engine-materials/)
---
name: unreal-materials
description: Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:shader-programming, skill-area:graphics-rendering]
roles: [role:game-developer]
---
# Unreal Materials Skill
Material development using Unreal Engine's Material Editor.
## Overview
This skill provides capabilities for creating materials in Unreal Engine, including PBR workflows, material instances, and custom shader development.
## Capabilities
### Material Creation
- Build PBR materials
- Configure material domains
- Handle blend modes
- Manage material properties
### Material Instances
- Create instance hierarchies
- Expose parameters
- Handle static switches
- Manage instance overrides
### Material Functions
- Create reusable functions
- Build material layers
- Handle function inputs
- Manage function libraries
### Advanced Techniques
- World position offset
- Pixel depth offset
- Custom UV manipulation
- Subsurface scattering
## Prerequisites
- Unreal Engine 5.0+
- Material Editor knowledge
## Usage Patterns
### Material Parameter Setup
```
1. Create Material Parameter Collection
2. Define scalar/vector parameters
3. Reference in materials
4. Update from Blueprint/C++
```
### Material Instance Dynamic
```cpp
UMaterialInstanceDynamic* DynMat =
UMaterialInstanceDynamic::Create(BaseMaterial, this);
DynMat->SetScalarParameterValue(FName("Damage"), DamageAmount);
MeshComponent->SetMaterial(0, DynMat);
```
### Material Layers
```
1. Create Material Layer asset
2. Define layer parameters
3. Create Material Layer Blend
4. Configure blending
5. Use in Material
```
## Best Practices
1. Use material instances for variants
2. Create material functions for reuse
3. Monitor shader complexity
4. Use LOD material switching
5. Profile with GPU visualizer
## References
- [Material Documentation](https://docs.unrealengine.com/5.0/en-US/unreal-engine-materials/)
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.